GetPedRotation: Difference between revisions
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===Returns=== | ===Returns=== | ||
Returns the rotation of the ped, in degrees: 0 means facing north, higher values go counter clockwise. Returns ''false'' if an invalid element was passed. | Returns the rotation of the ped, in degrees: 0 means facing north, higher values go counter clockwise. Returns ''false'' if an invalid element was passed. | ||
==Example== | |||
This code adds a ''getrot'' command to get a player's current rotation. | |||
<syntaxhighlight lang="lua"> | |||
function outputPlayerRotation ( sourcePlayer ) | |||
-- if the command was triggered by an ingame player | |||
if ( sourcePlayer ) then | |||
-- if he is in a vehicle | |||
if isPedInVehicle ( sourcePlayer ) then | |||
-- store the vehicle element | |||
local playerVehicle = getPedOccupiedVehicle ( sourcePlayer ) | |||
-- and output its rotation | |||
local x,y,z = getElementRotation ( playerVehicle ) | |||
outputChatBox ( "Your vehicle's rotation is: " .. z, sourcePlayer ) | |||
-- if he is on foot | |||
else | |||
-- output the player's rotation | |||
outputChatBox ( "Your rotation is: " .. getPedRotation ( sourcePlayer ), sourcePlayer ) | |||
end | |||
end | |||
end | |||
-- register outputPlayerRotation as a handler for the getrot command | |||
addCommandHandler ( "getrot", outputPlayerRotation ) | |||
</syntaxhighlight> | |||
==See Also== | ==See Also== | ||
{{Client_ped_functions}} | {{Client_ped_functions}} |
Revision as of 17:16, 30 March 2008
Gets the rotation of a ped.
Syntax
float getPedRotation ( ped thePed )
Required Arguments
- thePed: the ped to retrieve the rotation of.
Returns
Returns the rotation of the ped, in degrees: 0 means facing north, higher values go counter clockwise. Returns false if an invalid element was passed.
Example
This code adds a getrot command to get a player's current rotation.
function outputPlayerRotation ( sourcePlayer ) -- if the command was triggered by an ingame player if ( sourcePlayer ) then -- if he is in a vehicle if isPedInVehicle ( sourcePlayer ) then -- store the vehicle element local playerVehicle = getPedOccupiedVehicle ( sourcePlayer ) -- and output its rotation local x,y,z = getElementRotation ( playerVehicle ) outputChatBox ( "Your vehicle's rotation is: " .. z, sourcePlayer ) -- if he is on foot else -- output the player's rotation outputChatBox ( "Your rotation is: " .. getPedRotation ( sourcePlayer ), sourcePlayer ) end end end -- register outputPlayerRotation as a handler for the getrot command addCommandHandler ( "getrot", outputPlayerRotation )
See Also
- canPedBeKnockedOffBike
- getPedAnalogControlState
- getPedAnimation
- getPedBonePosition
- getPedCameraRotation
- getPedControlState
- getPedMoveState
- getPedOxygenLevel
- getPedSimplestTask
- getPedTargetCollision
- getPedTargetEnd
- getPedTargetStart
- getPedTask
- getPedVoice
- getPedWeaponMuzzlePosition
- givePedWeapon
- isPedBleeding
- isPedDoingTask
- isPedReloadingWeapon
- isPedTargetingMarkerEnabled
- setAnalogControlState
- setPedAimTarget
- setPedAnalogControlState
- setPedBleeding
- setPedCameraRotation
- setPedCanBeKnockedOffBike
- setPedControlState
- setPedEnterVehicle
- setPedExitVehicle
- IsPedFootBloodEnabled
- setPedFootBloodEnabled
- setPedLookAt
- setPedOxygenLevel
- setPedTargetingMarkerEnabled
- setPedVoice
- Shared
- 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