GetVehicleHealth
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* The vehicle's health is stored in the referenced variable, not in the return value.}} | * The vehicle's health is stored in the referenced variable, not in the return value.}} | ||
- | {{note|Full vehicle health is '''1000'''. For more information on health values, see [[VehicleHealth|here]].}} | + | {{note|Full vehicle health is '''1000''', however higher values are possible and increase the health of the vehicle. For more information on health values, see [[VehicleHealth|here]].}} |
{{tip|A vehicle catches on fire when its health is below 250. It will explode a few seconds later.}} | {{tip|A vehicle catches on fire when its health is below 250. It will explode a few seconds later.}} |
Revision as of 07:47, 11 May 2015
Description:
Get the health of a vehicle.
(vehicleid, &Float:health)
vehicleid | The ID of the vehicle to get the health of. |
&Float:health | A float varaible in which to store the vehicle's health, passed by reference |
Return Values:
- 1 - success
- 0 - failure (invalid vehicle ID).
- The vehicle's health is stored in the referenced variable, not in the return value.
Note | Full vehicle health is 1000, however higher values are possible and increase the health of the vehicle. For more information on health values, see here. |
if(strcmp(cmdtext, "/repair", true) == 0) { new Float:health; new veh = GetPlayerVehicleID(playerid); GetVehicleHealth(veh, health); if(health > 500) return SendClientMessage(playerid, COLOR_RED, "Vehicle doesn't need repairing!"); SetVehicleHealth(veh, 1000); SendClientMessage(playerid, COLOR_GREEN, "Vehicle repaired!"); }
Related Functions
The following functions may be useful, as they are related to this function in one way or another.
- SetVehicleHealth: Set the health of a vehicle.
- GetPlayerHealth: Find out how much health a player has.
- GetPlayerArmour: Find out how much armour a player has.