FixVehicle: Difference between revisions
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[[ | __NOTOC__ | ||
{{Server client function}} | |||
This function will set a [[vehicle]]'s health to full and fix its damage model. If you wish to only change the vehicle's health, without affecting its damage model, use [[setElementHealth]]. | |||
==Syntax== | ==Syntax== | ||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
bool fixVehicle ( | bool fixVehicle ( vehicle theVehicle ) | ||
</syntaxhighlight> | </syntaxhighlight> | ||
{{OOP||[[vehicle]]:fix}} | |||
===Required Arguments=== | ===Required Arguments=== | ||
*''' | *'''theVehicle:''' the vehicle you wish to fix | ||
===Returns=== | ===Returns=== | ||
Returns ''true'' if | Returns ''true'' if the vehicle was fixed, ''false'' if '''theVehicle''' is invalid. | ||
==Example== | ==Example== | ||
This example | This example fixes all the vehicles that exist in the map. | ||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
-- | -- Retrieve a table containing all the vehicles that exist | ||
local vehicles = getElementsByType("vehicle") | |||
-- | |||
-- Loop through the table, storing the vehicle from the table in a variable called "vehicle" | |||
for _, vehicle in pairs(vehicles) do | |||
-- Fix the vehicle | |||
fixVehicle(vehicle) | |||
end | |||
</syntaxhighlight> | </syntaxhighlight> | ||
==See Also== | ==See Also== | ||
{{ | {{Vehicle_functions}} |
Latest revision as of 13:34, 7 May 2018
This function will set a vehicle's health to full and fix its damage model. If you wish to only change the vehicle's health, without affecting its damage model, use setElementHealth.
Syntax
bool fixVehicle ( vehicle theVehicle )
OOP Syntax Help! I don't understand this!
- Method: vehicle:fix(...)
Required Arguments
- theVehicle: the vehicle you wish to fix
Returns
Returns true if the vehicle was fixed, false if theVehicle is invalid.
Example
This example fixes all the vehicles that exist in the map.
-- Retrieve a table containing all the vehicles that exist local vehicles = getElementsByType("vehicle") -- Loop through the table, storing the vehicle from the table in a variable called "vehicle" for _, vehicle in pairs(vehicles) do -- Fix the vehicle fixVehicle(vehicle) end
See Also
- addVehicleUpgrade
- attachTrailerToVehicle
- blowVehicle
- createVehicle
- detachTrailerFromVehicle
- fixVehicle
- getOriginalHandling
- getTrainDirection
- getTrainPosition
- getTrainSpeed
- getTrainTrack
- getVehicleColor
- getVehicleCompatibleUpgrades
- getVehicleController
- getVehicleDoorOpenRatio
- getVehicleDoorState
- getVehicleEngineState
- getVehicleHandling
- getVehicleHeadLightColor
- getVehicleLandingGearDown
- getVehicleLightState
- getVehicleMaxPassengers
- getVehicleModelFromName
- getVehicleName
- getVehicleNameFromModel
- getVehicleOccupant
- getVehicleOccupants
- getVehicleOverrideLights
- getVehiclePaintjob
- getVehiclePanelState
- getVehiclePlateText
- getVehicleSirenParams
- getVehicleSirens
- getVehicleSirensOn
- getVehicleTowedByVehicle
- getVehicleTowingVehicle
- getVehicleTurretPosition
- getVehicleType
- getVehicleUpgradeOnSlot
- getVehicleUpgradeSlotName
- getVehicleUpgrades
- getVehicleVariant
- getVehicleWheelStates
- isTrainDerailable
- isTrainDerailed
- isVehicleBlown
- isVehicleDamageProof
- isVehicleFuelTankExplodable
- isVehicleLocked
- isVehicleOnGround
- isVehicleTaxiLightOn
- removeVehicleUpgrade
- setTrainDerailable
- setTrainDerailed
- setTrainDirection
- setTrainPosition
- setTrainSpeed
- setTrainTrack
- setVehicleColor
- setVehicleDamageProof
- setVehicleDoorOpenRatio
- setVehicleDoorState
- setVehicleDoorsUndamageable
- setVehicleEngineState
- setVehicleFuelTankExplodable
- setVehicleHandling
- setVehicleHeadLightColor
- setVehicleLandingGearDown
- setVehicleLightState
- setVehicleLocked
- setVehicleOverrideLights
- setVehiclePaintjob
- setVehiclePanelState
- setVehiclePlateText
- setVehicleSirens
- setVehicleSirensOn
- setVehicleTaxiLightOn
- setVehicleTurretPosition
- setVehicleVariant
- setVehicleWheelStates