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CarryEntity

Has a player carry an NPC actor’s body - or a dead player’s corpse - the mode’s own order.

id is the entity: an NPC actor (CreateActor) - dead or alive; a living one shows knocked out for the carry and wakes after it, unless the mode knocked it out (SetActorKnockedOut) - or the entity of a dead player’s corpse (the body that stays when [combat] corpse_seconds is above 0; a corpse’s entity id is the entityId the server logs, and shows in GetEntities as an NPC). The carrier is checked as in CarryPlayer (dead or not in the world, on horseback, in a cart, flying, in a dice match, in a fall or a pull-down, knocked out, already carrying or carried, in a fight, at a shop, in a dialogue) and the speed is CarryPlayer’s too. The body must be in the carrier’s virtual world and view, within six metres, and not carried, carrying, seated on a cart or (a corpse) being searched; an animal cannot be carried. Works with the players’ own grab switched off.

CarryEntity(carrier, id [, speed])
Parameter Type
carrier number the player who carries
id number the entity
speed number the carrier’s pace in m/s; nil = the rules’ speed (optional)

boolean, string - true when the grab started; false and the reason when it did not

-- /drag: carry the nearest NPC actor within reach
local id = GetNearestEntity(pid, ENTITY_NPC, 4)
if id then
local ok, why = CarryEntity(pid, id)
if not ok then SendClientMessage(pid, COLOR_RED, why) end
end

CarryPlayer · StopCarry · SetEntityCarryable · ActorCarryEntity · the Carrying group of the index