GetControlState: Difference between revisions

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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.
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 control states are sent to the server 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.
Note: Not all control states are sent to the server 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. For increased accuracy (and also increased bandwidth usage) use bindKey instead to bind a GTA control name to a console function.


==Syntax==  
==Syntax==  

Revision as of 10:43, 11 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 control states are sent to the server 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. For increased accuracy (and also increased bandwidth usage) use bindKey instead to bind a GTA control name to a console function.

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. See control names for a list of possible controls.

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