SetPedControlState: Difference between revisions
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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== |
Revision as of 18:19, 2 January 2022
This function makes a ped or player press or release a certain control.
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
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
- canPedBeKnockedOffBike
- getPedAnalogControlState
- getPedAnimation
- getPedBonePosition
- getPedCameraRotation
- getPedControlState
- getPedMoveState
- getPedOxygenLevel
- getPedSimplestTask
- getPedTargetCollision
- getPedTargetEnd
- getPedTargetStart
- getPedTask
- getPedVoice
- getPedWeaponMuzzlePosition
- givePedWeapon
- isPedBleeding
- isPedDoingTask
- isPedReloadingWeapon
- isPedTargetingMarkerEnabled
- setAnalogControlState
- setPedAimTarget
- setPedAnalogControlState
- setPedBleeding
- setPedCameraRotation
- setPedCanBeKnockedOffBike
- setPedControlState
- setPedEnterVehicle
- setPedExitVehicle
- IsPedFootBloodEnabled
- setPedFootBloodEnabled
- setPedLookAt
- setPedOxygenLevel
- setPedTargetingMarkerEnabled
- setPedVoice
- Shared
- addPedClothes
- getPedClothes
- removePedClothes
- createPed
- getPedAmmoInClip
- getPedArmor
- getPedFightingStyle
- getPedOccupiedVehicle
- getPedOccupiedVehicleSeat
- getPedStat
- getPedTarget
- getPedTotalAmmo
- getPedWalkingStyle
- getPedWeapon
- getPedWeaponSlot
- getPedContactElement
- getValidPedModels
- isPedChoking
- isPedDead
- isPedDoingGangDriveby
- isPedDucked
- isPedHeadless
- isPedInVehicle
- isPedOnFire
- isPedOnGround
- isPedWearingJetpack
- killPed
- removePedFromVehicle
- setPedAnimation
- setPedAnimationProgress
- setPedAnimationSpeed
- setPedArmor
- setPedDoingGangDriveby
- setPedFightingStyle
- setPedHeadless
- setPedOnFire
- setPedStat
- setPedWalkingStyle
- setPedWeaponSlot
- warpPedIntoVehicle