ResetVehicleComponentRotation: Difference between revisions

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__NOTOC__
__NOTOC__
{{Client function}}
{{Client function}}
{{New items|3.0151|1.4|
 
{{New feature/item|4.0140|1.3.1|4715|
This function reset to default component rotation for [[vehicle]].
This function reset to default component rotation for [[vehicle]].
}}
}}
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bool resetVehicleComponentRotation ( vehicle theVehicle, string theComponent )
bool resetVehicleComponentRotation ( vehicle theVehicle, string theComponent )
</syntaxhighlight>
</syntaxhighlight>
{{OOP||[[vehicle]]:resetComponentRotation}}


===Required Arguments===  
===Required Arguments===  
*'''theVehicle:''' The [[vehicle]] you wish to reset component rotation.
*'''theVehicle:''' The [[vehicle]] you wish to reset component rotation.
*'''theComponent:''' A vehicle component:
*'''theComponent:''' A vehicle component (this is the frame name from the model file of the component you wish to modify)
**'''"special_1":'''
**'''"special_2":'''
**'''"special_3":'''
**'''"special_4":'''
**'''"special_5":'''
**'''"bonnet":'''
**'''"boot":'''
**'''"bumper_1":'''
**'''"bumper_2":'''
**'''"chassis":'''
**'''"door_1":'''
**'''"door_2":'''
**'''"door_3":'''
**'''"door_4":'''
**'''"exhaust":'''
**'''"wing_lf":'''
**'''"wing_rf":'''
**'''"extra_1":'''
**'''"extra_2":'''


===Returns===  
===Returns===  
Returns ''true'' if the rotation of the component was reset, ''false'' otherwise.
Returns ''true'' if the rotation of the component was reset, ''false'' otherwise.
==Example==
'''Example 1:''' This example would change the roatation of the component when the player enters a vehicle and resets it when you type /reset. 
<syntaxhighlight lang="lua">
addEventHandler("onClientVehicleEnter", getRootElement(),
    function()
        local theVeh = getPedOccupiedVehicle(localPlayer)
        local getComponent = getVehicleComponents(theVeh) -- returns table with all the components of the vehicle
        if (theVeh) then
    for k in pairs (getComponent) do
                local rx, ry, rz = getVehicleComponentRotation(theVeh, k) --get the rotation of the component
setVehicleComponentRotation(theVeh, k, rx+10, ry+10, rz+10) -- increases by 10 unit
    end
        end
    end
)


==Example==
addCommandHandler("reset",
TODO
    function()
<syntaxhighlight lang="lua">
        local theVeh = getPedOccupiedVehicle(localPlayer)
--TODO
        local getComponent = getVehicleComponents(theVeh) -- returns table with all the components of the vehicle
        if (theVeh) then
    for k in pairs (getComponent) do
      resetVehicleComponentRotation(theVeh, k) -- resets the rotation of the component
    end
        end
    end
)
</syntaxhighlight>
</syntaxhighlight>


==See Also==
==See Also==
{{Client_vehicle_functions}}
{{Client_vehicle_functions}}
[[Category:Needs Example]]

Latest revision as of 10:16, 23 February 2017

ADDED/UPDATED IN VERSION 1.3.1 r4715:

This function reset to default component rotation for vehicle.

Syntax

bool resetVehicleComponentRotation ( vehicle theVehicle, string theComponent )

OOP Syntax Help! I don't understand this!

Method: vehicle:resetComponentRotation(...)


Required Arguments

  • theVehicle: The vehicle you wish to reset component rotation.
  • theComponent: A vehicle component (this is the frame name from the model file of the component you wish to modify)

Returns

Returns true if the rotation of the component was reset, false otherwise.

Example

Example 1: This example would change the roatation of the component when the player enters a vehicle and resets it when you type /reset.

addEventHandler("onClientVehicleEnter", getRootElement(),
    function()
        local theVeh = getPedOccupiedVehicle(localPlayer)
        local getComponent = getVehicleComponents(theVeh) -- returns table with all the components of the vehicle
        if (theVeh) then
	    for k in pairs (getComponent) do
                local rx, ry, rz = getVehicleComponentRotation(theVeh, k) --get the rotation of the component
		setVehicleComponentRotation(theVeh, k, rx+10, ry+10, rz+10) -- increases by 10 unit
	    end
        end
    end
)

addCommandHandler("reset",
    function()
        local theVeh = getPedOccupiedVehicle(localPlayer)
        local getComponent = getVehicleComponents(theVeh) -- returns table with all the components of the vehicle
        if (theVeh) then
	    for k in pairs (getComponent) do
	       resetVehicleComponentRotation(theVeh, k) -- resets the rotation of the component
	    end
        end
    end
)

See Also

Shared