SetVehicleWheelStates: Difference between revisions
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==Syntax== | ==Syntax== | ||
<syntaxhighlight lang="lua">setVehicleWheelStates ( vehicle theVehicle, int frontLeft, [ int rearLeft = -1, int frontRight = -1, int rearRight = -1 ])</syntaxhighlight> | <syntaxhighlight lang="lua">bool setVehicleWheelStates ( vehicle theVehicle, int frontLeft, [ int rearLeft = -1, int frontRight = -1, int rearRight = -1 ])</syntaxhighlight> | ||
{{OOP||[[vehicle]]:setWheelStates||getVehicleWheelStates}} | |||
==Required Arguments== | ==Required Arguments== | ||
*'''theVehicle:''' A handle to the [[vehicle]] that you wish to change the wheel states of. | *'''theVehicle:''' A handle to the [[vehicle]] that you wish to change the wheel states of. | ||
Line 21: | Line 21: | ||
* '''1:''' Flat | * '''1:''' Flat | ||
* '''2:''' Fallen off | * '''2:''' Fallen off | ||
* '''3:''' Collisionless | |||
==Returns== | ==Returns== | ||
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<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
function scriptWheelStates ( thePlayer, command, newFLeft, newRLeft, newFRight, newRRight ) | function scriptWheelStates ( thePlayer, command, newFLeft, newRLeft, newFRight, newRRight ) | ||
local theVehicle = getPedOccupiedVehicle ( thePlayer ) | |||
if ( theVehicle ) then -- check if the player is in a car | |||
if ( newFLeft ) then -- if there's at least one argument passed, we change the wheel states | |||
if not setVehicleWheelStates ( theVehicle, newFLeft, newRLeft, newFRight, newRRight ) then | |||
outputChatBox ( "Bad arguments." ) | |||
end | |||
end | |||
local states = { [0]="inflated", [1]="flat", [2]="fallen off" } -- we store the states in a table | |||
local frontLeft, rearLeft, frontRight, rearRight = getVehicleWheelStates ( theVehicle ) | |||
outputChatBox ( "Your vehicle's wheel states:", thePlayer ) -- output them in the chatbox | |||
outputChatBox ( "Front-Left: " .. states [ frontLeft ] .. ", Front-Right: " .. states [ frontRight ] .. | |||
", Rear-Left: " .. states [ rearLeft ] .. ", Rear-Right: " .. states [ rearRight ], thePlayer ) | |||
else | |||
outputChatBox ( "You have to be in a vehicle to use this command.", thePlayer ) | |||
end | |||
end | |||
addCommandHandler ( "wheelstates", scriptWheelStates )</syntaxhighlight> | |||
</section> | |||
<section name="Client" class="client" > | |||
This example displays the states of the vehicle's wheels and changes their states if any arguments were passed. | |||
<syntaxhighlight lang="lua"> | |||
function scriptWheelStates (command, newFLeft, newRLeft, newFRight, newRRight ) | |||
local theVehicle = getPedOccupiedVehicle ( localPlayer ) | |||
if ( theVehicle ) then -- check if the player is in a car | |||
if ( newFLeft ) then -- if there's at least one argument passed, we change the wheel states | |||
if not setVehicleWheelStates ( theVehicle, newFLeft, newRLeft, newFRight, newRRight ) then | |||
outputChatBox ( "Bad arguments." ) | |||
end | |||
end | |||
local states = { [0]="inflated", [1]="flat", [2]="fallen off" } -- we store the states in a table | |||
local frontLeft, rearLeft, frontRight, rearRight = getVehicleWheelStates ( theVehicle ) | |||
outputChatBox ( "Your vehicle's wheel states:") -- output them in the chatbox | |||
outputChatBox ( "Front-Left: " .. states [ frontLeft ] .. ", Front-Right: " .. states [ frontRight ] .. | |||
", Rear-Left: " .. states [ rearLeft ] .. ", Rear-Right: " .. states [ rearRight ]) | |||
else | |||
outputChatBox ( "You have to be in a vehicle to use this command.") | |||
end | |||
end | end | ||
addCommandHandler ( "wheelstates", scriptWheelStates )</syntaxhighlight> | addCommandHandler ( "wheelstates", scriptWheelStates )</syntaxhighlight> |
Latest revision as of 20:54, 9 September 2019
This function sets the state of wheels on the vehicle.
Internally, no vehicles have more than 4 wheels. If they appear to, they will be duplicating other wheels.
Syntax
bool setVehicleWheelStates ( vehicle theVehicle, int frontLeft, [ int rearLeft = -1, int frontRight = -1, int rearRight = -1 ])
OOP Syntax Help! I don't understand this!
- Method: vehicle:setWheelStates(...)
- Counterpart: getVehicleWheelStates
Required Arguments
- theVehicle: A handle to the vehicle that you wish to change the wheel states of.
- frontLeft: A whole number representing the wheel state (-1 for no change)
Optional Arguments
- rearLeft: A whole number representing the wheel state (-1 for no change)
- frontRight: A whole number representing the wheel state (-1 for no change)
- rearRight: A whole number representing the wheel state (-1 for no change)
Wheel-State values
- 0: Inflated
- 1: Flat
- 2: Fallen off
- 3: Collisionless
Returns
Returns a boolean value true or false that tells you if it was successful or not.
Example
Click to collapse [-]
ServerThis example displays the states of the vehicle's wheels and changes their states if any arguments were passed.
function scriptWheelStates ( thePlayer, command, newFLeft, newRLeft, newFRight, newRRight ) local theVehicle = getPedOccupiedVehicle ( thePlayer ) if ( theVehicle ) then -- check if the player is in a car if ( newFLeft ) then -- if there's at least one argument passed, we change the wheel states if not setVehicleWheelStates ( theVehicle, newFLeft, newRLeft, newFRight, newRRight ) then outputChatBox ( "Bad arguments." ) end end local states = { [0]="inflated", [1]="flat", [2]="fallen off" } -- we store the states in a table local frontLeft, rearLeft, frontRight, rearRight = getVehicleWheelStates ( theVehicle ) outputChatBox ( "Your vehicle's wheel states:", thePlayer ) -- output them in the chatbox outputChatBox ( "Front-Left: " .. states [ frontLeft ] .. ", Front-Right: " .. states [ frontRight ] .. ", Rear-Left: " .. states [ rearLeft ] .. ", Rear-Right: " .. states [ rearRight ], thePlayer ) else outputChatBox ( "You have to be in a vehicle to use this command.", thePlayer ) end end addCommandHandler ( "wheelstates", scriptWheelStates )
Click to expand [+]
ClientSee Also
- addVehicleUpgrade
- attachTrailerToVehicle
- blowVehicle
- createVehicle
- detachTrailerFromVehicle
- fixVehicle
- getOriginalHandling
- getTrainDirection
- getTrainPosition
- getTrainSpeed
- getTrainTrack
- getVehicleColor
- getVehicleCompatibleUpgrades
- getVehicleController
- getVehicleDoorOpenRatio
- getVehicleDoorState
- getVehicleEngineState
- getVehicleHandling
- getVehicleHeadLightColor
- getVehicleLandingGearDown
- getVehicleLightState
- getVehicleMaxPassengers
- getVehicleModelFromName
- getVehicleName
- getVehicleNameFromModel
- getVehicleOccupant
- getVehicleOccupants
- getVehicleOverrideLights
- getVehiclePaintjob
- getVehiclePanelState
- getVehiclePlateText
- getVehicleSirenParams
- getVehicleSirens
- getVehicleSirensOn
- getVehicleTowedByVehicle
- getVehicleTowingVehicle
- getVehicleTurretPosition
- getVehicleType
- getVehicleUpgradeOnSlot
- getVehicleUpgradeSlotName
- getVehicleUpgrades
- getVehicleVariant
- getVehicleWheelStates
- isTrainDerailable
- isTrainDerailed
- isVehicleBlown
- isVehicleDamageProof
- isVehicleFuelTankExplodable
- isVehicleLocked
- isVehicleOnGround
- isVehicleTaxiLightOn
- removeVehicleUpgrade
- setTrainDerailable
- setTrainDerailed
- setTrainDirection
- setTrainPosition
- setTrainSpeed
- setTrainTrack
- setVehicleColor
- setVehicleDamageProof
- setVehicleDoorOpenRatio
- setVehicleDoorState
- setVehicleDoorsUndamageable
- setVehicleEngineState
- setVehicleFuelTankExplodable
- setVehicleHandling
- setVehicleHeadLightColor
- setVehicleLandingGearDown
- setVehicleLightState
- setVehicleLocked
- setVehicleOverrideLights
- setVehiclePaintjob
- setVehiclePanelState
- setVehiclePlateText
- setVehicleSirens
- setVehicleSirensOn
- setVehicleTaxiLightOn
- setVehicleTurretPosition
- setVehicleVariant
- setVehicleWheelStates