SetPedLookAt: Difference between revisions
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__NOTOC__ | __NOTOC__ | ||
{{Client function}} | {{Client function}} | ||
{{Note|Avoid calling setPedLookAt every frame as this can cause bugs like being invincible to burning.}} | |||
Makes a ped turn his head and look at a specific world position or element. | Makes a ped turn his head and look at a specific world position or element. | ||
==Syntax== | ==Syntax== | ||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> |
Revision as of 16:51, 23 November 2014
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 the local player look at where the camera points at. If you want to sync this effect with other players you can use triggerLatentServerEvent and triggerLatentClientEvent functions.
local sx, sy = guiGetScreenSize() function updateLookAt() -- The world coordinates of the center of the screen always are the point where the camera really looks at, so get them. local tx, ty, tz = getWorldFromScreenPosition(sx / 2, sy / 2, 10) setPedLookAt(localPlayer, tx, ty, tz, -1, 0) -- Make the player look that coordinates end addEventHandler("onClientPreRender", root, updateLookAt)
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