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Player push vehicle


Artisz

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Hi!

 

I have a problem:

addEventHandler("onClientVehicleCollision", root,
    function (collider,force, bodyPart, x, y, z, nx, ny, nz) 
        if getElementType(collider) == "player" then
			if not isElementFrozen(source) then
				if collider ~= source then
					setElementFrozen(source, true)
					setTimer(setElementFrozen, 1000, 1, source, false)
				end
			end
		end
    end
)

 

It's working, I can't push the car, but when I try to hit someone, I can't do it, because it call this function. How can I do that I can hit someone with the car, but a player can't push the car. I tried it with mass handling(it didn't work, the vehicle bugged under the ground).

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Here's a snippet from an old resource of mine. I'm using mass handling and it works just fine :)

function setVehiclePushable(veh,pushable)
	if not pushable then
		setVehicleHandling(veh,"mass",7000)
		setVehicleHandling(veh,"turnMass",120000)
		setVehicleHandling(veh,"brakeDeceleration",100000)
	else
		local model = getElementModel(veh)
		local propTable = getOriginalHandling(model)
		for k,v in pairs(propTable) do
			setVehicleHandling(veh,k,v)
		end
	end
end

addEventHandler("onVehicleEnter",root,
	function()
		setVehiclePushable(source,true)
	end
)

You'll probably need to add the function to onVehicleExit and maybe some other events like onVehicleRespawn or onVehicleExplode so the vehicles get reset properly.

My use case is different so I'm using different events.

Hope this helps, good luck!

Edited by Tails
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I don't think this event causes that issue, I mean why would onClientVehicleCollision interfere with other, onClientPedDamage or w/e events? Also you're checking if source ~= collider, that just doesn't make sense since before that you already checked if collider is a player, so how would a player ever be a vehicle?

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