SetPedLookAt: Difference between revisions
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local xpos,ypos,zpos = getPedBonePosition (localPlayer, 8) | local xpos,ypos,zpos = getPedBonePosition (localPlayer, 8) | ||
local xlook,ylook,zlook = xpos - 300*math.sin(rotcam), ypos + 300*math.cos(rotcam), zpos | local xlook,ylook,zlook = xpos - 300*math.sin(rotcam), ypos + 300*math.cos(rotcam), zpos | ||
setPedLookAt (localPlayer, xlook, ylook, zlook, | setPedLookAt (localPlayer, xlook, ylook, zlook, -1) | ||
end | end | ||
addEventHandler ("onClientRender", root, onClientLookAtRender) | addEventHandler ("onClientRender", root, onClientLookAtRender) |
Revision as of 09:42, 18 October 2012
Makes a ped turn his head and look at a specific world position or element.
Syntax
bool setPedLookAt ( ped thePed, float x, float y, float z [, int time = 3000 [, int blend = 1000 ], element target = nil ] )
Required Arguments
- thePed: the ped to change the lookat of.
- x: the x coordinate of the world position to look at.
- y: the y coordinate of the world position to look at.
- z: the z coordinate of the world position to look at.
Optional Arguments
- time: the time, in milliseconds, during which the ped will look at the target. Once this time has elapsed, he will look ahead again like before the function was applied. A time of 0 will immediately stop any lookat. A negative time will make the ped look at the target indefinitely.
- blend: the time, in milliseconds, during which the look will blend.
- target: if this argument is specified, the position arguments will be ignored and the ped's gaze will follow the specified element instead. Can be a player, a vehicle, another ped etc.
Example
This example makes player to always see where the camera points at.
Click to collapse [-]
Clientfunction onClientLookAtRender() local rotcam = math.rad (360 - getPedCameraRotation (localPlayer)) local xpos,ypos,zpos = getPedBonePosition (localPlayer, 8) local xlook,ylook,zlook = xpos - 300*math.sin(rotcam), ypos + 300*math.cos(rotcam), zpos setPedLookAt (localPlayer, xlook, ylook, zlook, -1) end addEventHandler ("onClientRender", root, onClientLookAtRender)
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