Client/Natives/IV/taskCarDriveWander: Difference between revisions

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used template for formatting
(used template for formatting)
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{{DISPLAYTITLE:natives.taskCarDriveWander}}
{{DISPLAYTITLE:natives.taskCarDriveWander}}
void natives.taskCarDriveWander(Ped ped, Vehicle veh, float driveSpeed, int driveStyle)
{{ScriptItem
|games = iv
|type = function
|name = natives.taskCarDriveWander
|usage = make the vehicle randomly drive around using internal game path data.
|parameters = Ped ped, Vehicle vehicle, float driveSpeed, int driveStyle
|parameter1 = Ped ped The Ped to drive the Vehicle.
|parameter2 = Vehicle vehicle The Vehicle to drive with.
|parameter3 = float driveSpeed The speed of driving in meters per second. '''(default = 20)'''
|parameter4 = int driveStyle The AI driving style (behavior) to use. (0-7, ''see details below'')
|return1 = void
|returnFail1 = void
|exampleJSCS = /* example code provided by DrFauli */
addCommandHandler("drivestyle", function(cmdName, params)
{
// current vehicle handle
let thisVeh = null;
 
// check if player is in a car
if (!localPlayer.vehicle)
{
natives.requestModel(-1685021548) // sabre GT
natives.loadAllObjectsNow();
 
// spawn the car
thisVeh = createVehicle2(-1685021548, localPlayer.position, true);
thisVeh.heading = localPlayer.heading;


==parameters==
// warp player into driver seat
*parameter1 = The Ped to drive the Vehicle.
natives.taskWarpCharIntoCarAsDriver(localPlayer, thisVeh);
*parameter2 = The Vehicle to drive with.
}
*parameter3 = The speed of driving in meters per second. '''(default = 20)'''
else
*parameter4 = The AI driving style (behavior) to use. (0-7)
{
thisVeh = localPlayer.vehicle;
}


==used for==
// get speed and driveStyle from params
Make the vehicle randomly drive around using internal game path data.
let splitParams = params.split(" ");
let driveSpeed = Number(splitParams[0]); // default is 20
let driveStyle = Number(splitParams[1]); // default is 1 (normal driving)
 
// let the localPlayer drive around with this car
natives.taskCarDriveWander(localPLayer, thisVeh, driveSpeed, driveStyle);
 
return true;
});
}}


==driving style behavior==
==driving style behavior==
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|ignore
|ignore
|not used
|not used
|full throttle
|reverse
|-
|-
|4
|4
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*using values '''< 0''' or '''> 7''' will behave like '''3'''
*using values '''< 0''' or '''> 7''' will behave like '''3'''
There '''could be''' small distance and/or speed differences when "drive around" is used.‎<br/>
There '''could be''' small distance and/or speed differences when "drive around" is used.‎<br/>
It is also unclear if the AI drivers are able to see light poles (objects) while evading.
It is also unclear if the AI drivers are able to see objects like light poles or traffic lights while evading.
 
==example code (javascript)==
<nowiki>/* example code provided by DrFauli */
addCommandHandler("drivestyle", function(cmdName, params)
{
// current vehicle/ped handle
let thisVeh = null;
let thisPed = null;
 
// check if player is in a car
if (!localPlayer.vehicle)
{
natives.requestModel(-1685021548) // sabre GT
natives.requestModel(1424670436); // french tom
natives.loadAllObjectsNow();
 
// spawn the car
thisVeh = createVehicle2(-1685021548, localPlayer.position, true);
thisVeh.heading = localPlayer.heading;
 
// spawn the driver
thisPed = natives.createCharInsideCar(thisVeh, 1, 1424670436);
 
// prevent ped from leaving the car screaming by marking it as mission_char first
natives.setCharAsMissionChar(thisPed, true);
natives.setCharStayInCarWhenJacked(thisPed, true);
 
// warp player into passenger seat
natives.warpCharIntoCarAsPassenger(localPlayer, thisVeh, 0);
}
else
{
thisVeh = localPlayer.vehicle;
thisPed = thisVeh.getOccupant(0);
}
 
// get speed and driveStyle from params
let splitParams = params.split(" ");
let driveSpeed = (Number(splitParams[0]) || 20); // default is 20
let driveStyle = (Number(splitParams[1]) || 2);
 
// let this car drive around
natives.taskCarDriveWander(thisPed, thisVeh, driveSpeed, driveStyle);
 
return true;
});</nowiki>
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