OnPlayerCarry
A player reaches for a body with the game’s grab - return false to refuse.
Only while the players’ own grab is on (SetCarrying). The server has checked that the player has the body in view and
within reach (and in the open, when [validation] line_of_sight is on), that the rules allow this kind of body and that nobody
else has it; the mode has the last word. Returning false stops the grab - the player is told they cannot carry it - anything
else lets it start. Not run for the mode’s own orders (CarryPlayer, CarryEntity).
kind is "player" (a knocked-out player; id is their player id), "corpse" (a body that lies dead; id is the entity id)
or "actor" (a knocked-out NPC actor; id is the entity id). victim is the player id of the dead player a corpse was, -1
for anyone else - or a player who has left.
Syntax
Section titled “Syntax”function OnPlayerCarry(pid, kind, id, victim) -- ...end| Parameter | Type | |
|---|---|---|
pid |
number | the player who reaches for it |
kind |
string | "player", "corpse" or "actor" |
id |
number | the player’s id, or the entity id |
victim |
number | the player a corpse was; -1 otherwise |
Returns
Section titled “Returns”false refuses the grab; nothing, nil or true lets it start
Example
Section titled “Example”-- only guards (team 1) may carry other players; anyone may carry the deadfunction OnPlayerCarry(pid, kind, id, victim) if kind == "player" and GetPlayerTeam(pid) ~= 1 then SendClientMessage(pid, COLOR_RED, "Only the guards may carry prisoners.") return false endendSee also
Section titled “See also”SetCarrying · OnPlayerCarryStart · CarryPlayer · the Carrying group of the index
