GetControlState: Difference between revisions
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__NOTOC__ | __NOTOC__ | ||
This function will check if a player is pressing a particular control. Controls are those that affect GTA. If you wish to get the state of another key, use [[bindKey]] and a command function. | |||
Note: | |||
Note: Not all keys are syncronized between clients at all times, as such their state may be given incorrectly. As a rule, keys that move or affect the player or their vehicle are most likely to be accurate. | |||
==Syntax== | ==Syntax== | ||
<syntaxhighlight lang="lua">bool getControlState ( player thePlayer, string | <syntaxhighlight lang="lua">bool getControlState ( player thePlayer, string controlName ) </syntaxhighlight> | ||
===Required Arguments=== | ===Required Arguments=== | ||
*'''thePlayer:''' The player you wish to get the control state of. | *'''thePlayer:''' The player you wish to get the control state of. | ||
*''' | *'''controlName:''' The control that you want to get the state of. | ||
===Returns=== | ===Returns=== | ||
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function killPlayerIfTheyPressThisKey ( thePlayer, key ) | function killPlayerIfTheyPressThisKey ( thePlayer, key ) | ||
if ( getControlState ( thePlayer, key ) ) then -- if they're pressing the fire key | if ( getControlState ( thePlayer, key ) ) then -- if they're pressing the fire key | ||
outputChatBox ( "Violence will not be tollerated!", thePlayer ) | |||
killPlayer ( thePlayer ) -- kill them | killPlayer ( thePlayer ) -- kill them | ||
else -- otherwise.. | else -- otherwise.. |
Revision as of 18:13, 8 July 2006
This function will check if a player is pressing a particular control. Controls are those that affect GTA. If you wish to get the state of another key, use bindKey and a command function.
Note: Not all keys are syncronized between clients at all times, as such their state may be given incorrectly. As a rule, keys that move or affect the player or their vehicle are most likely to be accurate.
Syntax
bool getControlState ( player thePlayer, string controlName )
Required Arguments
- thePlayer: The player you wish to get the control state of.
- controlName: The control that you want to get the state of.
Returns
Returns the state of the control if found, 'false' otherwise.
Example
This example starts a repeating check when a player spawns, if a player presses the fire key, they'll be killed.
addEventHandler ( "onPlayerSpawn", root, "onPlayerSpawn" ) function onPlayerSpawn ( theSpawnpoint ) killPlayerIfTheyPressThisKey ( source, "fire" ) -- start a repeating check end function killPlayerIfTheyPressThisKey ( thePlayer, key ) if ( getControlState ( thePlayer, key ) ) then -- if they're pressing the fire key outputChatBox ( "Violence will not be tollerated!", thePlayer ) killPlayer ( thePlayer ) -- kill them else -- otherwise.. setTimer ( "killPlayerIfTheyPressThisKey", 500, 1, thePlayer, key ) -- call this function again in 500ms end end
See Also
- addCommandHandler
- bindKey
- executeCommandHandler
- getCommandHandlers
- getFunctionsBoundToKey
- getKeyBoundToFunction
- isControlEnabled
- removeCommandHandler
- toggleAllControls
- toggleControl
- unbindKey