SetControlState: Difference between revisions
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{{Server client function}} | |||
__NOTOC__ | __NOTOC__ | ||
Sets a state of a specified player's control, as if they pressed or released it. | Sets a state of a specified player's control, as if they pressed or released it. | ||
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Returns 'true' if the control state was successfully set, 'false' otherwise. | Returns 'true' if the control state was successfully set, 'false' otherwise. | ||
<section name="Server & Client" class="both" show="false"> | |||
==Example== | ==Example== | ||
This example will disable the use of the accelerate, brake/reverse and handbrake keys, then force the accelerate on for any player who enters a vehicle. | This example will disable the use of the accelerate, brake/reverse and handbrake keys, then force the accelerate on for any player who enters a vehicle. | ||
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end | end | ||
</syntaxhighlight> | </syntaxhighlight> | ||
</section> | |||
==See Also== | ==See Also== | ||
{{Input functions}} | {{Input functions}} |
Revision as of 11:01, 11 August 2007
Sets a state of a specified player's control, as if they pressed or released it.
Syntax
bool setControlState ( player thePlayer, string control, bool state )
Required Arguments
- thePlayer: The player you wish to set the control state of.
- control: The control that you want to set the state of. See control names for a list of possible controls.
- state: A boolean value representing whether or not the key will be set to pressed or not.
Returns
Returns 'true' if the control state was successfully set, 'false' otherwise.
Click to expand [+]
Server & ClientSee Also
- addCommandHandler
- bindKey
- executeCommandHandler
- getCommandHandlers
- getFunctionsBoundToKey
- getKeyBoundToFunction
- isControlEnabled
- removeCommandHandler
- toggleAllControls
- toggleControl
- unbindKey