Useful clientside snippets: Difference between revisions
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Let's build a list with usesfull code snippets here. | Let's build a list with usesfull code snippets here.Remember: All of those are: | ||
{{ClientSide}}<br> | |||
==Get closest vehicle to your player== | |||
<pre> | <pre> | ||
exports.closestVehicle= closestVehicle; | exports.closestVehicle= closestVehicle; | ||
| Line 24: | Line 24: | ||
</pre> | </pre> | ||
==Return closest player to your local player position== | ==Return closest player to your local player position== | ||
<pre> | <pre> | ||
exports.closestPlayer = closestPlayer; | exports.closestPlayer = closestPlayer; | ||
| Line 47: | Line 46: | ||
</pre> | </pre> | ||
== Check if player is driver== | == Check if player is driver== | ||
<pre> | <pre> | ||
if (mp.players.local.vehicle && mp.players.local.vehicle.getPedInSeat(-1) === mp.players.local.handle) { | if (mp.players.local.vehicle && mp.players.local.vehicle.getPedInSeat(-1) === mp.players.local.handle) { | ||
// player is in vehicle and is driver | // player is in vehicle and is driver | ||
}} | }} | ||
</pre> | |||
== Disable health regeneration== | |||
<pre> | |||
mp.events.add('render', () => { | |||
mp.game.player.setHealthRechargeMultiplier(0.0); | |||
}); | |||
</pre> | </pre> | ||
[[Category:Clientside API]] | [[Category:Clientside API]] | ||
__FORCETOC__ | __FORCETOC__ | ||
Latest revision as of 09:51, 21 December 2018
Let's build a list with usesfull code snippets here.Remember: All of those are:
Client-Side
Get closest vehicle to your player
exports.closestVehicle= closestVehicle;
function closestVehicle(radius) {
let inRange = [];
let target = false;
mp.vehicles.forEach((_veh) => {
if(!_veh.handle) return false;
let distance = mp.game.gameplay.getDistanceBetweenCoords(_veh.position.x, _veh.position.y, _veh.position.z, mp.players.local.position.x, mp.players.local.position.y, mp.players.local.position.z, true);
if(distance > parseFloat(radius)) return false;
inRange.push({"remoteId": _veh.remoteId, "distance": distance});
});
if(inRange.length) {
inRange.sort(function(a, b) {
return a.distance-b.distance
});
target = mp.vehicles.atRemoteId(inRange[0].remoteId);
}
return target;
}
Return closest player to your local player position
exports.closestPlayer = closestPlayer;
function closestPlayer(radius) {
let inRange = [];
let target = false;
mp.players.forEach((_player) => {
if(_player == player) return false;
if(!_player.handle) return false;
let distance = mp.game.gameplay.getDistanceBetweenCoords(_player.position.x, _player.position.y, _player.position.z, mp.players.local.position.x, mp.players.local.position.y, mp.players.local.position.z, true);
if(distance > parseFloat(radius)) return false;
inRange.push({"remoteId": _player.remoteId, "distance": distance});
});
if(inRange.length) {
inRange.sort(function(a, b) {
return a.distance-b.distance
});
target = mp.players.atRemoteId(inRange[0].remoteId);
}
return target;
}
Check if player is driver
if (mp.players.local.vehicle && mp.players.local.vehicle.getPedInSeat(-1) === mp.players.local.handle) {
// player is in vehicle and is driver
}}
Disable health regeneration
mp.events.add('render', () => {
mp.game.player.setHealthRechargeMultiplier(0.0);
});