SetControlState: Difference between revisions
Jump to navigation
Jump to search
m (→Example) |
No edit summary |
||
Line 6: | Line 6: | ||
<section name="Server" class="server" show="true"> | <section name="Server" class="server" show="true"> | ||
<syntaxhighlight lang="lua">bool setControlState ( player thePlayer, string control, bool state ) </syntaxhighlight> | <syntaxhighlight lang="lua">bool setControlState ( player thePlayer, string control, bool state ) </syntaxhighlight> | ||
===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. | |||
</section> | </section> | ||
<section name="Client" class="client" show="true"> | <section name="Client" class="client" show="true"> | ||
<syntaxhighlight lang="lua">bool setControlState ( string control, bool state ) </syntaxhighlight> | <syntaxhighlight lang="lua">bool setControlState ( string control, bool state ) </syntaxhighlight> | ||
===Required Arguments=== | ===Required Arguments=== | ||
*'''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. | ||
*'''state:''' A boolean value representing whether or not the key will be set to pressed or not. | *'''state:''' A boolean value representing whether or not the key will be set to pressed or not. | ||
</section> | |||
===Returns=== | ===Returns=== |
Revision as of 06:49, 24 July 2013
Sets a state of a specified player's control, as if they pressed or released it.
Syntax
Click to collapse [-]
Serverbool 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.
Click to collapse [-]
Clientbool setControlState ( string control, bool state )
Required Arguments
- 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
Click to collapse [-]
ServerThis 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", getRootElement(), onPlayerEnterVehicle )
Click to collapse [-]
ClientThis 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 onClientPlayerEnterVehicle ( theVehicle, seat, jacked ) toggleControl ( "accelerate", false ) -- disable the accelerate key toggleControl ( "brake_reverse", false ) -- disable the brake_reverse key toggleControl ( "handbrake", false ) -- disable the handbrake key setControlState ( "accelerate", true ) -- force the accelerate key on end addEventHandler ( "onClientPlayerVehicleEnter", getRootElement(), onClientPlayerEnterVehicle )
See Also
- addCommandHandler
- bindKey
- executeCommandHandler
- getCommandHandlers
- getFunctionsBoundToKey
- getKeyBoundToFunction
- isControlEnabled
- removeCommandHandler
- toggleAllControls
- toggleControl
- unbindKey