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  • *'''x:''' A float of the 2D x position of the DGS menu on a player's screen. This is affected by the ''relative'' argument. *'''y:''' A float of the 2D y position of the DGS menu on a player's screen. This is affected by the ''relative'' argument.
    3 KB (382 words) - 07:55, 12 August 2023
  • '''DP2 note:''' Don't call this on players that have not spawned. This will crash the client.
    974 bytes (117 words) - 10:54, 26 June 2014
  • <!-- Change FunctionArea to the area that this function is in on the main function list page, e.g. Server, Player, Vehicle etc -->
    1 KB (126 words) - 07:05, 6 February 2021
  • {{New feature/item|3|1.0||This function returns a vehicle's engine state (on or off).}}
    1 KB (127 words) - 18:59, 19 September 2018
  • This function set size of Custom Widget on screen.
    798 bytes (99 words) - 14:05, 20 July 2018
  • ...value is clamped to '''0''' – '''500'''. (Default for ''high_detail_peds'' on is '''500''', when off, it is '''60''').
    944 bytes (116 words) - 21:23, 7 October 2022
  • *'''theTime:''' The maximum time left (in milliseconds) on the timers you wish to retrieve.
    912 bytes (132 words) - 11:26, 6 March 2019
  • This example creates a sound visualizer on the top left corner of the screen. This example creates a sound viewer on the bottom right corner of the screen.
    3 KB (401 words) - 06:09, 3 January 2023
  • This example creates a dgs window and brings it on top.
    1 KB (120 words) - 22:35, 3 May 2021
  • -- This is a command handler that activates on text "lamer" followed by the playername <!-- Change FunctionArea to the area that this function is in on the main function list page, e.g. Server, Player, Vehicle etc -->
    3 KB (444 words) - 04:53, 15 July 2014
  • ...depthBias is set properly (0-1). You can however set other value depending on your needs. To see the results you'll need to set enableDepthBiasScale to t Set the Max distance of the billboard to sync and the distance on which the it starts to fade out.
    7 KB (873 words) - 18:32, 1 January 2017
  • ...{{New feature/item|3.0161|1.6.0|22430|This function is now also available on the server side.}}
    1 KB (119 words) - 17:08, 7 November 2024
  • ...{{New feature/item|3.0161|1.6.0|22489|This function is now also available on the server side.}}
    996 bytes (125 words) - 10:53, 6 June 2024
  • ...the Interstate series for PC. Its basicly a car game, with weapons mounted on the cars. A gamearea is a very good idea to have on maps without fysical walls.
    10 KB (1,561 words) - 15:53, 22 June 2012
  • <!-- Change FunctionArea to the area that this function is in on the main function list page, e.g. Server, Player, Vehicle etc -->
    1 KB (134 words) - 15:20, 12 April 2021
  • * Fixed lightweight sync packet being misread on the client sometimes ''More detailed information available on [https://bugs.multitheftauto.com/changelog_page.php Bug tracker Changelog]
    3 KB (372 words) - 16:07, 7 September 2018
  • ...layer]] element if the specified [[serial]] is owned by an existent player on the server, ''false'' otherwise.
    1 KB (149 words) - 07:48, 21 August 2015
  • <!-- Add the code below, an emphasis should be on making it clear, not optimized. You could provide two versions if you wish, <!-- Change FunctionArea to the area that this function is in on the main function list page, e.g. Server, Player, Vehicle etc -->
    3 KB (416 words) - 05:17, 15 July 2014
  • ...layer quits the game or leaves the server. It '''will not''' get triggered on the source player's client. (Use [[onClientResourceStop]] to save client si
    1 KB (132 words) - 17:15, 23 August 2014
  • *'''hisTeam''': A team element representing the team the player spawned on.
    947 bytes (121 words) - 23:59, 1 June 2013
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