SetVehiclePanelState: Difference between revisions

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==Syntax==
==Syntax==
<syntaxhighlight lang="lua">bool setVehiclePanelState ( vehicle theVehicle, int panelID, int state )</syntaxhighlight>
<syntaxhighlight lang="lua">bool setVehiclePanelState ( vehicle theVehicle, int panelID, int state )</syntaxhighlight>
{{OOP||[[vehicle]]:setPanelState||getVehiclePanelState}}


==Required Arguments==
==Required Arguments==
*'''theVehicle:''' The [[vehicle]] you would like to modify the panel of.
*'''theVehicle:''' The [[vehicle]] you would like to modify the panel of.
*'''panelID:''' 0-6
*'''panelID:''' An ID specifying the part of the vehicle. Possible values are:
**'''6:''' Rear Bumper (0-3)
 
**'''5:''' Front Bumper (0-3)
*'''Cars:'''
**'''4:''' Windscreen (0-3)
** '''0:''' Front-left panel
**'''3:''' Unknown
** '''1:''' Front-right panel
**'''2:''' Unknown
** '''2:''' Rear-left panel
**'''1:''' Unknown
** '''3:''' Rear-right panel
**'''1:''' Unknown
** '''4:''' Windscreen
*'''state:''' 0-255 (check what range is effective, it may be much smaller e.g. 0-3)
** '''5:''' Front bumper
** '''6:''' Rear bumper
 
*'''Planes:'''
**'''0:''' Engine Smoke (left engine for a Nevada or a Beagle)
**'''1:''' Engine Smoke (right engine for a Nevada or a Beagle)
**'''2:''' Rudder
**'''3:''' Elevators
**'''4:''' Ailerons
**'''5:''' Unknown
**'''6:''' Unknown
 
''NOTE:'' Settings are not applicable for all vehicles of these types, for instance panel 0 effects a Dodo, but does nothing to a hydra.
 
*'''state:''' How damaged the part is on the scale of 0 to 3, with 0 being undamaged and 3 being very damaged. How this is manifested depends on the panel and the vehicle.


==Returns==
==Returns==
Returns ''true'' if the panel state has been updated, ''false'' otherwise
Returns ''true'' if the panel state has been updated, ''false'' otherwise
==Example==
<section name="Example 1: Server" class="server" show="true">
<syntaxhighlight lang="lua">
-- create a new vehicle
local newcar = createVehicle ( 520, 1024, 1024, 1024 )
-- break the front bumper off
setVehiclePanelState ( newcar, 5, 3 )
</syntaxhighlight>
</section>


==See Also==
==See Also==
{{Vehicle functions}}
{{Vehicle functions}}

Latest revision as of 22:29, 6 April 2018

This function allows you to change the state of one of the six panels vehicle's can have. When executed on the server-side resources, the damage will be synched for all players, whereas the change is only client-side if the function is used in a client resource.

Syntax

bool setVehiclePanelState ( vehicle theVehicle, int panelID, int state )

OOP Syntax Help! I don't understand this!

Method: vehicle:setPanelState(...)
Counterpart: getVehiclePanelState


Required Arguments

  • theVehicle: The vehicle you would like to modify the panel of.
  • panelID: An ID specifying the part of the vehicle. Possible values are:
  • Cars:
    • 0: Front-left panel
    • 1: Front-right panel
    • 2: Rear-left panel
    • 3: Rear-right panel
    • 4: Windscreen
    • 5: Front bumper
    • 6: Rear bumper
  • Planes:
    • 0: Engine Smoke (left engine for a Nevada or a Beagle)
    • 1: Engine Smoke (right engine for a Nevada or a Beagle)
    • 2: Rudder
    • 3: Elevators
    • 4: Ailerons
    • 5: Unknown
    • 6: Unknown

NOTE: Settings are not applicable for all vehicles of these types, for instance panel 0 effects a Dodo, but does nothing to a hydra.

  • state: How damaged the part is on the scale of 0 to 3, with 0 being undamaged and 3 being very damaged. How this is manifested depends on the panel and the vehicle.

Returns

Returns true if the panel state has been updated, false otherwise

Example

Click to collapse [-]
Example 1: Server
-- create a new vehicle
local newcar = createVehicle ( 520, 1024, 1024, 1024 )
-- break the front bumper off
setVehiclePanelState ( newcar, 5, 3 )

See Also