SetControlState: Difference between revisions

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{{Server function}}  
{{Shared 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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     setControlState ( source, "accelerate", true ) -- force the accelerate key on
     setControlState ( source, "accelerate", true ) -- force the accelerate key on
end
end
addEventHandler ( "onPlayerVehicleEnter", getRootElement(), onPlayerEnterVehicle )
addEventHandler ( "onPlayerVehicleEnter", root, onPlayerEnterVehicle )
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Latest revision as of 00:00, 30 April 2024

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.

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.

function onPlayerEnterVehicle ( theVehicle, seat, jacked )
    toggleControl ( source, "accelerate", false ) -- disable the accelerate key
    toggleControl ( source, "brake_reverse", false ) -- disable the brake_reverse key
    toggleControl ( source, "handbrake", false ) -- disable the handbrake key
    setControlState ( source, "accelerate", true ) -- force the accelerate key on
end
addEventHandler ( "onPlayerVehicleEnter", root, onPlayerEnterVehicle )

Changelog

Version Description
1.5.5-3.11427 Deprecated client-side. Use setPedControlState and getPedControlState client-side.

See Also