OnClientPedsProcessed: Difference between revisions
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__NOTOC__ | __NOTOC__ | ||
{{Client event}} | {{Client event}} | ||
{{ | {{Added feature/item|1.5.9|1.5.8|20704|This event is triggered after GTA updates bone transformations for all peds. This event can be used for updating bones.}} | ||
==Parameters== | ==Parameters== | ||
None. | |||
==Source== | ==Source== | ||
Line 11: | Line 11: | ||
==Example== | ==Example== | ||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
addEventHandler("onClientPedsProcessed",root,function() -- add the event | |||
for i,v in ipairs(getElementsByType('player',root,true)) do -- loop all players | |||
-- just an exmaple anim | |||
setElementBoneRotation(v, 33, 0, 295.2, 0) | |||
setElementBoneRotation(v, 23, 0, 298.8, 0) | |||
setElementBoneRotation(v, 4, 0, 46.8, 0) | |||
setElementBoneRotation(v, 2, 0, 0, 32.4) | |||
updateElementRpHAnim(v) -- Update ped bones animations | |||
end | |||
end) | |||
</syntaxhighlight> | |||
This example makes the localPlayer handcuffed. The player can still run/walk/jump/crouch/shoot, use [[toggleControl]] to disable them. | |||
<syntaxhighlight lang="lua"> | |||
addEventHandler("onClientPedsProcessed", root, function() | |||
-- Left | |||
setElementBoneRotation(localPlayer, 32, 26.574, 61.3375, 59.2065) | |||
setElementBoneRotation(localPlayer, 33, 27.844, 15.364, 46.406) | |||
setElementBoneRotation(localPlayer, 34, -81.0185, 342.875, 326.118) | |||
-- Right | |||
setElementBoneRotation(localPlayer, 22, 338.839, 53.4935, 298.452) | |||
setElementBoneRotation(localPlayer, 23, 307.687, 22.11, 313.594) | |||
setElementBoneRotation(localPlayer, 24, 96.0475, 357.883, 56.739) | |||
updateElementRpHAnim(localPlayer) | |||
end) | |||
</syntaxhighlight> | </syntaxhighlight> | ||
Latest revision as of 17:22, 7 November 2024
This event is triggered after GTA updates bone transformations for all peds. This event can be used for updating bones.
Parameters
None.
Source
The source of this event is the client's root element.
Example
addEventHandler("onClientPedsProcessed",root,function() -- add the event for i,v in ipairs(getElementsByType('player',root,true)) do -- loop all players -- just an exmaple anim setElementBoneRotation(v, 33, 0, 295.2, 0) setElementBoneRotation(v, 23, 0, 298.8, 0) setElementBoneRotation(v, 4, 0, 46.8, 0) setElementBoneRotation(v, 2, 0, 0, 32.4) updateElementRpHAnim(v) -- Update ped bones animations end end)
This example makes the localPlayer handcuffed. The player can still run/walk/jump/crouch/shoot, use toggleControl to disable them.
addEventHandler("onClientPedsProcessed", root, function() -- Left setElementBoneRotation(localPlayer, 32, 26.574, 61.3375, 59.2065) setElementBoneRotation(localPlayer, 33, 27.844, 15.364, 46.406) setElementBoneRotation(localPlayer, 34, -81.0185, 342.875, 326.118) -- Right setElementBoneRotation(localPlayer, 22, 338.839, 53.4935, 298.452) setElementBoneRotation(localPlayer, 23, 307.687, 22.11, 313.594) setElementBoneRotation(localPlayer, 24, 96.0475, 357.883, 56.739) updateElementRpHAnim(localPlayer) end)
Warning
This event will trigger whatever function it is attached to with every frame. Depending on the server's maximum FPS and what your computer might handle - you might end up triggering the function 30-60 times per second.
As a result, this event may cause severe lag and/or even crashes if not used cautiously.
See Also
Game Processing Order
Other client events
- onClientChatMessage
- onClientConsole
- onClientDebugMessage
- onClientExplosion
- onClientFileDownloadComplete
- onClientHUDRender
- onClientMinimize
- onClientMTAFocusChange
- onClientPedsProcessed
- onClientPlayerNetworkStatus
- onClientPreRender
- onClientRender
- onClientRestore
- onClientTransferBoxProgressChange
- onClientTransferBoxVisibilityChange
- onClientWorldSound
Client event functions
- triggerLatentServerEvent
- triggerServerEvent
- Shared
- addEvent
- addEventHandler
- cancelEvent
- cancelLatentEvent
- getEventHandlers
- getLatentEventHandles
- getLatentEventStatus
- removeEventHandler
- triggerEvent
- wasEventCancelled