SetPedControlState: Difference between revisions

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m (Now it works with localPlayer, deleted the warning.)
(Add a note on crouching)
 
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__NOTOC__
__NOTOC__
{{Client function}}
{{Client function}}
This function makes a [[ped]] or [[player]] press or release a certain control.
This function makes a [[ped]] or [[player]] press or release a certain [[control names|control]].
 
{{Note|You can't use enter_exit or enter_passenger on a ped. Please use [[setPedEnterVehicle]] and [[setPedExitVehicle]].}}
{{Note|You can't use enter_exit or enter_passanger with a ped}}
{{Note|To make a ped crouch, set the control to ''true'' and reset to ''false'' after one frame. Use [[setTimer]] with 0ms. Do the same to make the ped stand again.}}
 
 
{{New feature/item|3.0160|1.5|11427|
*Works with local player aswell.
}}


==Syntax==
==Syntax==
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bool setPedControlState ( ped thePed, string control, bool state )
bool setPedControlState ( ped thePed, string control, bool state )
</syntaxhighlight>
</syntaxhighlight>
{{OOP||[[Ped]]:setControlState}}


===Required Arguments===
===Required Arguments===
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===Returns===
===Returns===
Returns ''true'' if successful, ''false'' if otherwise.
Returns ''true'' if successful, ''false'' if otherwise.
==Remarks==
If you set the control state on the localPlayer element, then the control state is synchronized to every other client as if the input was made through the game input. But if you set any control states to server-side peds then the control state is not automatically synchronized. This behaviour is unaffected by being the syncer of the server-side ped or not. Let's assume that the syncer client calls setPedControlState on the ped. The other game clients - the ones where setPedControlState was not manually called by scripts - will see the ped teleport around. It will clearly look as if synchronization were broken.
==Example==
==Example==
<section name="Client" class="client" show="true">
<section name="Client" class="client" show="true">
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
function newPed()
function newPed()
  local x, y, z = getElementPosition(localPlayer)
    local x, y, z = getElementPosition(localPlayer)
  local myPed = createPed(0, x + 1, y, z)
    local ped = createPed(0, x + 1, y, z)
  if myPed then  
    if ped then  
    setPedControlState(myPed,"forwards", true)
        setPedControlState(ped, "forwards", true)
  end  
    end  
end
end
addCommandHandler("ped",newPed)
addCommandHandler("ped", newPed)
</syntaxhighlight>
</syntaxhighlight>
</section>
</section>
==Changelog==
{{ChangelogHeader}}
{{ChangelogItem|1.5.5-3.11427|Works with the [[getLocalPlayer|local player]] as well. Deprecated [[setControlState]] and [[getControlState]].}}


==See Also==
==See Also==
{{Client ped functions}}
{{Client ped functions}}

Latest revision as of 09:13, 3 August 2023

This function makes a ped or player press or release a certain control.

[[{{{image}}}|link=|]] Note: You can't use enter_exit or enter_passenger on a ped. Please use setPedEnterVehicle and setPedExitVehicle.
[[{{{image}}}|link=|]] Note: To make a ped crouch, set the control to true and reset to false after one frame. Use setTimer with 0ms. Do the same to make the ped stand again.

Syntax

bool setPedControlState ( ped thePed, string control, bool state )

OOP Syntax Help! I don't understand this!

Method: Ped:setControlState(...)


Required Arguments

  • thePed: the ped you want to press or release a control.
  • control: the name of the control of which to change the state. See control names for a list of valid names.
  • state: the new control state. true means pressed, false is released.

Returns

Returns true if successful, false if otherwise.

Remarks

If you set the control state on the localPlayer element, then the control state is synchronized to every other client as if the input was made through the game input. But if you set any control states to server-side peds then the control state is not automatically synchronized. This behaviour is unaffected by being the syncer of the server-side ped or not. Let's assume that the syncer client calls setPedControlState on the ped. The other game clients - the ones where setPedControlState was not manually called by scripts - will see the ped teleport around. It will clearly look as if synchronization were broken.

Example

Click to collapse [-]
Client
function newPed()
    local x, y, z = getElementPosition(localPlayer)
    local ped = createPed(0, x + 1, y, z)
    if ped then 
        setPedControlState(ped, "forwards", true)
    end 
end
addCommandHandler("ped", newPed)

Changelog

Version Description
1.5.5-3.11427 Works with the local player as well. Deprecated setControlState and getControlState.

See Also