Open Fierelier opened 2 years ago
I agree with request, however you can work around it by checking for the 'TASK_COMPLEX_GO_TO_CAR_DOOR_AND_STAND_STILL' task with getPedTask.
Here's an example:
addEventHandler('onClientVehicleStartEnter', root, function(player, seat, door)
local vehicle = source
Timer(function()
local _, task = localPlayer:getTask('primary', 3)
if task ~= 'TASK_COMPLEX_GO_TO_CAR_DOOR_AND_STAND_STILL' then
triggerEvent('onClientVehicleEnterStop', vehicle, player, seat, door)
sourceTimer:destroy()
end
end, 0, 0)
end)
addEvent('onClientVehicleEnterStop', true)
addEventHandler('onClientVehicleEnterStop', root, function()
print('Entering interrupted')
end)
Hope this helps.
Oh wow, I didn't even know about this function at all, that's insane! Thank you!
Is your feature request related to a problem? Please describe.
No response
Describe the solution you'd like
A onClientVehicleEnterStop/onVehicleEnterStop, which triggers when the ped/player cancels entering a vehicle, would be just the event I need. Perhaps also a getPedTargetVehicle, which returns the vehicle the ped/player is trying to get into.
Describe alternatives you've considered
No response
Additional context
I have a script which alters the rotation of the player, which makes them not walk to the vehicle properly when getting in from far away. I can use onClientVehicleStartEnter to detect when the player starts getting into a car, but I couldn't think of a reliable way to detect when they cancel doing that (for example, by pressing a movement key) - There's some sort of buffer before the movement keys cancel anything, then I don't know how much analog input there needs to be, and the player could also be moved/teleported away... It's just a lot of stuff to deal with and get wrong.
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