CreatePed: Difference between revisions
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Creates a Ped in the GTA world. | Creates a Ped in the GTA world. | ||
==Syntax== | ==Syntax== | ||
<section name="Server" class="server" show="true"> | |||
<syntaxhighlight lang="lua">ped createPed ( int modelid, float x, float y, float z [, float rot = 0.0, bool bSynced = true ] )</syntaxhighlight> | <syntaxhighlight lang="lua">ped createPed ( int modelid, float x, float y, float z [, float rot = 0.0, bool bSynced = true ] )</syntaxhighlight> | ||
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*'''y:''' A floating point number representing the Y coordinate on the map. | *'''y:''' A floating point number representing the Y coordinate on the map. | ||
*'''z:''' A floating point number representing the Z coordinate on the map. | *'''z:''' A floating point number representing the Z coordinate on the map. | ||
==Optional Arguments== | |||
{{OptionalArg}} | |||
*'''rot:''' A floating point number representing the rotation in degrees. | *'''rot:''' A floating point number representing the rotation in degrees. | ||
*'''bSynced:''' A boolean value representing whether or not the ped will be fully synchronized even for players that are not within the syncing range. If disabled a player that is more than 100 units away from the ped won't receive any new information about its state and position. This will cause a desync of the ped (useful for frozen/static peds to increase the server perfomance). | *'''bSynced:''' A boolean value representing whether or not the ped will be fully synchronized even for players that are not within the syncing range. If disabled a player that is more than 100 units away from the ped won't receive any new information about its state and position. This will cause a desync of the ped (useful for frozen/static peds to increase the server perfomance). | ||
</section> | |||
<section name="Client" class="client" show="true"> | |||
<syntaxhighlight lang="lua">ped createPed ( int modelid, float x, float y, float z [, float rot = 0.0 ] )</syntaxhighlight> | |||
===Required Arguments=== | |||
*'''modelid:''' A whole integer specifying the [[Character_Skins|GTASA skin ID]]. | |||
*'''x:''' A floating point number representing the X coordinate on the map. | |||
*'''y:''' A floating point number representing the Y coordinate on the map. | |||
*'''z:''' A floating point number representing the Z coordinate on the map. | |||
==Optional Arguments== | |||
{{OptionalArg}} | |||
*'''rot:''' A floating point number representing the rotation in degrees. | |||
</section> | |||
===Returns=== | ===Returns=== | ||
Returns a ped element if it was successfully created | Returns a ped element if it was successfully created. | ||
==Example== | ==Example== |
Revision as of 01:23, 4 September 2011
This article needs checking. | |
Reason(s): Please check if I'm right with the bSynced argument. I've been testing two different peds and discovered the effect written below --Sniper 03:12, 4 September 2011 (CEST) |
Creates a Ped in the GTA world.
Syntax
Click to collapse [-]
Serverped createPed ( int modelid, float x, float y, float z [, float rot = 0.0, bool bSynced = true ] )
Required Arguments
- modelid: A whole integer specifying the GTASA skin ID.
- x: A floating point number representing the X coordinate on the map.
- y: A floating point number representing the Y coordinate on the map.
- z: A floating point number representing the Z coordinate on the map.
Optional Arguments
NOTE: When using optional arguments, you might need to supply all arguments before the one you wish to use. For more information on optional arguments, see optional arguments.
- rot: A floating point number representing the rotation in degrees.
- bSynced: A boolean value representing whether or not the ped will be fully synchronized even for players that are not within the syncing range. If disabled a player that is more than 100 units away from the ped won't receive any new information about its state and position. This will cause a desync of the ped (useful for frozen/static peds to increase the server perfomance).
Click to collapse [-]
Clientped createPed ( int modelid, float x, float y, float z [, float rot = 0.0 ] )
Required Arguments
- modelid: A whole integer specifying the GTASA skin ID.
- x: A floating point number representing the X coordinate on the map.
- y: A floating point number representing the Y coordinate on the map.
- z: A floating point number representing the Z coordinate on the map.
Optional Arguments
NOTE: When using optional arguments, you might need to supply all arguments before the one you wish to use. For more information on optional arguments, see optional arguments.
- rot: A floating point number representing the rotation in degrees.
Returns
Returns a ped element if it was successfully created.
Example
Click to collapse [-]
ServerThis example creates an ped when the resource starts:
function pedLoad ( name ) createPed ( 120, 5540.6654, 1020.55122, 1240.545 ) end addEventHandler ( "onResourceStart", getRootElement(), pedLoad )
See Also
- addPedClothes
- getPedClothes
- removePedClothes
- createPed
- getPedAmmoInClip
- getPedArmor
- getPedFightingStyle
- getPedOccupiedVehicle
- getPedOccupiedVehicleSeat
- getPedStat
- getPedTarget
- getPedTotalAmmo
- getPedWalkingStyle
- getPedWeapon
- getPedWeaponSlot
- getPedContactElement
- getValidPedModels
- isPedChoking
- isPedDead
- isPedDoingGangDriveby
- isPedDucked
- isPedHeadless
- isPedInVehicle
- isPedOnFire
- isPedOnGround
- isPedWearingJetpack
- killPed
- removePedFromVehicle
- setPedAnimation
- setPedAnimationProgress
- setPedAnimationSpeed
- setPedArmor
- setPedDoingGangDriveby
- setPedFightingStyle
- setPedHeadless
- setPedOnFire
- setPedStat
- setPedWalkingStyle
- setPedWeaponSlot
- warpPedIntoVehicle