IsVehicleNitroActivated: Difference between revisions

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{{Client function}}
{{Client function}}
{{New feature/item|4.0132|1.3.1|4993|
{{New feature/item|3.0132|1.3.1|4993|
This function checks if nitro is activated on the [[vehicle]].
This function checks if nitro is activated on the [[vehicle]].
}}
}}

Revision as of 11:24, 13 May 2013

This function checks if nitro is activated on the vehicle.

[[|link=|]] Warning: Function is not working correctly. -Ccw

Syntax

bool isVehicleNitroActivated ( vehicle theVehicle )

Required Arguments

  • theVehicle The vehicle, which you want to check for an activation.

Returns

Returns true if the nitro is currently activated on the vehicle, false otherwise.

Example

Click to collapse [-]
Client

This example creates an explosion if nitro is activated.

local iTickCount

function explodeNitrousVehicle()
	if isPedInVehicle(localPlayer) then -- Check if the player is in a vehicle
		local pVehicle = getPedOccupiedVehicle(localPlayer)
		if pVehicle and getVehicleUpgradeOnSlot(pVehicle, 8) then -- Check if the vehicle has nitrous added in it
			local fVelX, fVelY, fVelZ = getElementVelocity(pVehicle)
			if isVehicleNitroActivated(pVehicle) and fVelX ~= 0 and fVelY ~= 0 and fVelZ ~= 0 then -- Check if the nitro is activated and the vehicle is not moving
				if not iTickCount or getTickCount() - iTickCount > 100 then
					local fX, fY, fZ = getElementPosition(pVehicle)
					createExplosion(fX, fY, fZ, 10, true, -1.0, false) -- Create an explosion in the vehicle
					iTickCount = getTickCount()
				end
			end
		end
	end
end
addEventHandler("onClientRender", root, explodeNitrousVehicle)

Requirements

This template will be deleted.

See Also