IsVehicleLocked: Difference between revisions

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==Syntax==
==Syntax==
<syntaxhighlight lang="lua">bool isVehicleLocked ( vehicle theVehicle )</syntaxhighlight>
<syntaxhighlight lang="lua">bool isVehicleLocked ( vehicle theVehicle )</syntaxhighlight>
{{OOP||[[vehicle]]:isLocked|locked|setVehicleLocked}}


===Required Arguments===
===Required Arguments===
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     bindKey ( source, "l", "down", "Lock car", lockcar )    -- bind the 'l' key to the 'lockcar' function
     bindKey ( source, "l", "down", "Lock car", lockcar )    -- bind the 'l' key to the 'lockcar' function
end
end
addEventHandler ( "onPlayerSpawn", getRootElement(), bindLockOnSpawn )    -- add an event handler for onPlayerSpawn
addEventHandler ( "onPlayerSpawn", root, bindLockOnSpawn )    -- add an event handler for onPlayerSpawn
</syntaxhighlight>
</syntaxhighlight>
</section>
</section>

Latest revision as of 07:51, 4 November 2020

This will tell you if a vehicle is locked.

Syntax

bool isVehicleLocked ( vehicle theVehicle )


OOP Syntax Help! I don't understand this!

Method: vehicle:isLocked(...)
Variable: .locked
Counterpart: setVehicleLocked


Required Arguments

  • theVehicle: The vehicle that you want to obtain the locked status of.

Returns

Returns true if the vehicle specified is locked, false if is unlocked or the vehicle specified is invalid.

Example

Click to collapse [-]
Server

This example allows a player to lock his vehicle when he is inside it.

function lockcar ( thePlayer )
    playervehicle = getPlayerOccupiedVehicle ( thePlayer )   -- define 'playervehicle' as the vehicle the player is in
    if ( playervehicle ) then                                -- if a player is in a vehicle
        if isVehicleLocked ( playervehicle ) then            -- and if the vehicle is already locked
            setVehicleLocked ( playervehicle, false )        -- unlock it
        else                                                 -- otherwise (if it isn't locked) 
            setVehicleLocked ( playervehicle, true )         -- lock it
        end
    end
end

function bindLockOnSpawn ( theSpawnpoint )                     -- when a player spawns
    bindKey ( source, "l", "down", "Lock car", lockcar )     -- bind the 'l' key to the 'lockcar' function
end
addEventHandler ( "onPlayerSpawn", root, bindLockOnSpawn )     -- add an event handler for onPlayerSpawn

See Also