Gameplay::setSaveHouse: Difference between revisions

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Both p1 &amp; p2 were always true in scripts. - Kryptus<br> --&gt; I don't think this is correct.<br><br>Both p1 &amp; p2 were always true in scripts. - Kryptus
Both p1 &amp; p2 were always true in scripts. - Kryptus<br> --&gt; I don't think this is correct.<br><br>Both p1 &amp; p2 were always true in scripts. - Kryptus
==Syntax==
==Syntax==
<syntaxhighlight lang="javascript">gameplay.setSaveHouse(p0, p1, p2);</syntaxhighlight>
<syntaxhighlight lang="javascript">mp.game.gameplay.setSaveHouse(p0, p1, p2);</syntaxhighlight>
=== Required Arguments ===
=== Required Arguments ===
*'''p0:''' unknown (to be checked)
*'''p0:''' unknown (to be checked)
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==Example==
==Example==
<syntaxhighlight lang="javascript">
<syntaxhighlight lang="javascript">
todo
// todo
</syntaxhighlight>
</syntaxhighlight>
==See also==
==See also==
{{Gameplay_function_c}}
{{Gameplay_s_function_c}}
[[Category:Clientside API]]
[[Category:Clientside API]]
[[Category:TODO: Example]]
[[Category:TODO: Example]]

Revision as of 21:06, 6 May 2017

Both p1 & p2 were always true in scripts. - Kryptus
--> I don't think this is correct.

Both p1 & p2 were always true in scripts. - Kryptus

Syntax

mp.game.gameplay.setSaveHouse(p0, p1, p2);

Required Arguments

  • p0: unknown (to be checked)
  • p1: Boolean
  • p2: Boolean

Return value

  • Undefined

Example

// todo

See also

Template:Gameplay s function c