SetAnalogControlState: Difference between revisions
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==Syntax== | ==Syntax== | ||
<syntaxhighlight lang="lua"> bool setAnalogControlState ( string control [, float state ] ) </syntaxhighlight> | <syntaxhighlight lang="lua">bool setAnalogControlState ( string control [, float state ] ) </syntaxhighlight> | ||
===Required Arguement=== | ===Required Arguement=== | ||
*'''control:''' The control that you want to set the state of. See [[control names]] for a list of possible controls. | *'''control:''' The control that you want to set the state of. See [[control names]] for a list of possible controls. |
Revision as of 00:54, 8 July 2018
This sets the analog control state of a control for the local player.
To change the analog controls for a ped, please use setPedAnalogControlState.
Syntax
bool setAnalogControlState ( string control [, float state ] )
Required Arguement
- control: The control that you want to set the state of. See control names for a list of possible controls.
Optional Arguments
- state: A float between 0 and 1 indicating the amount the control is pressed. If no value is provided, the analog control is removed.
Returns
Returns true if the control state was successfully set, false otherwise.
Example
This creates an /forwards command, which toggles your forwards control state between 0 and 1.
addCommandHandler( "forwards", function( ) if ( getAnalogControlState( "forwards" ) == 0 ) then setAnalogControlState( "forwards", 1 ) else setAnalogControlState( "forwards", 0 ) end end )
See Also
- getAnalogControlState
- getBoundKeys
- getCommandsBoundToKey
- getKeyBoundToCommand
- getKeyState
- isCapsLockEnabled
- setAnalogControlState
- Shared
- addCommandHandler
- bindKey
- executeCommandHandler
- getCommandHandlers
- getFunctionsBoundToKey
- getKeyBoundToFunction
- isControlEnabled
- removeCommandHandler
- toggleAllControls
- toggleControl
- unbindKey