SetCarrying
Switches the players’ own grab on or off, with its rules.
On, the game’s “grab” prompt shows on a body that lies down - a dead character’s, a knocked-out player’s or actor’s, as the
rules allow - and a player’s ask is checked (the reach, that nobody else has the body, OnPlayerCarry). Off by default.
A carry that runs goes on when it is switched off; the mode’s own orders (CarryPlayer, CarryEntity, ActorCarryEntity,
ActorCarryPlayer) do not need it.
rules is a table, every key optional: range (metres a player may stand from the body when they reach for it, 3; a value
is held between 0.5 and 6, and a player’s own ask is checked against the range plus a metre - 7 at the most - because the
games’ positions are a few frames old), speed (the carrier’s pace in metres per second, 2.4; held between 0.5 and 4),
corpses (the prompt works on a dead body, true), players (on a knocked-out player, true), actors (on a knocked-out NPC
actor, true). Without rules the earlier ones stay. A rules table that leaves a key out puts that key back to its
default, not to what an earlier call set: pass every rule you want to keep each time.
A mode reload (ReloadGameMode) switches the grab off again and resets the rules: the new mode’s OnGameModeInit sets what it
wants. The world state key carry is the server’s (see the group’s description) - this call writes it.
Syntax
Section titled “Syntax”SetCarrying(enabled [, rules])| Parameter | Type | |
|---|---|---|
enabled |
boolean | true shows the prompt and answers asks; false (the default) takes it away |
rules |
table | {range, speed, corpses, players, actors} - what the grab takes and how fast the carrier walks (optional) |
Returns
Section titled “Returns”nothing
Example
Section titled “Example”function OnGameModeInit() SetCarrying(true, {range = 2.5, speed = 2, players = true, corpses = true, actors = false})endSee also
Section titled “See also”GetCarrying · OnPlayerCarry · CarryPlayer · SetEntityCarryable · the Carrying group of the index
