SetVehicleComponentRotation

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Revision as of 01:22, 13 January 2015 by Ccw (talk | contribs)
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This function set component rotation for vehicle.

Syntax

bool setVehicleComponentRotation ( vehicle theVehicle, string theComponent, float rotX, float rotY, float rotZ [, string base = "parent"] )

Required Arguments

  • theVehicle: The vehicle you wish to set component rotation.
  • theComponent: A vehicle component (this is the frame name from the model file of the component you wish to modify)
  • rotX: The component's rotation around the x axis in degrees.
  • rotY: The component's rotation around the y axis in degrees.
  • rotZ: The component's rotation around the z axis in degrees.

Optional Arguments

  • base: A string representing what the supplied rotation is relative to. It can be one of the following values:
    • parent: The rotation is relative to the parent component.
    • root: The rotation is relative to the root component.
    • world: The rotation is a world rotation.

Returns

Return true if component rotation was set successfully, false otherwise.

Example

Example 1: This example would change the roatation of the component when the player enters a vehicle.

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
)

Changelog

Version Description
1.4.0-9.07013 Added base argument

See Also