OnPlayerActionChange: Difference between revisions

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Function [[Scripting/Squirrel/Functions/PrivMessage|''PrivMessage'']] and function [[Scripting/Squirrel/Functions/Player.SetWeapon|''SetWeapon'']] were used in this example.
Function [[Scripting/Squirrel/Functions/PrivMessage|''PrivMessage'']] and function [[Scripting/Squirrel/Functions/Player.SetWeapon|''SetWeapon'']] were used in this example.


== Related Events ==
== Related Functions ==


{{Scripting/Squirrel/Events/Player_Events}}
{{Scripting/Squirrel/Events/Player_Events}}
[[Category:Scripting/Squirrel/Events/Player_Events]]

Latest revision as of 22:17, 30 January 2017

This function is triggered when a player changes his action or we can say move!. ( not animation ).

Syntax

function onPlayerActionChange( player, oldAction, newAction )

Parameters

  • Player player - The player who changes the action.
  • oldAction - Players old Action.
  • newAction - Players new Action.

Example

In this example i have chosen action "Fire/Shoot", when a player will Fire/shoot, his weapon will be automatically removed for temporary reason. ( the player won't be disarmed ), until he is firing/shooting, he won't be able to use weapons. unless he changes his action. the player will also receive a message "you can't shoot in a RPG server.".

function onPlayerActionChange( player, oldAction, newAction )
{
	if ( newAction == 16 ) // 16 is the id of firing/shooting action.
	{
		player.SetWeapon( 0, 0 ); //sets weapon to 0. which is nothing.
        PrivMessage( player, "you can't shoot in a RPG server. );
	}
}

you must be wondering how to get actions id?. use this to get ids :)

function onPlayerActionChange( player, oldAction, newAction )
{
	if ( newAction ) // it will check if the player goes in new action.
	{
                PrivMessage( player, "your Current Actions ID: "+newAction ); // it will print the id of the action player is in.
	}
}

Notes

Function PrivMessage and function SetWeapon were used in this example.

Related Functions