ThrowPlayerFromHorse
Has a rider’s game throw them off their horse, the fall every player sees.
The rider’s own game plays the throw - the fall, the lying still, the get-up - so it is the game’s real fall, not a teleport,
and every player who has their body sees it. The order goes to their game; the throw itself follows a moment later, and
OnPlayerThrown (cause THROW_MODE) tells you it happened. It may not happen at all: a game that cannot play the throw
(an unsupported build) is refused up front, and one that declines it after all simply never answers - the order lapses after
two seconds. By default the rider is flung backward off the horse’s rear, the throw a rearing horse gives; flung set to
false drops them where they sit instead, the fall of a head hit on a branch.
false with the reason as the asker reads it when the player is not connected, not in the world, dead, not on a horse,
already falling or being pulled off their horse (OnPlayerPulledDown), cannot be thrown by the rules
(SetPlayerRiderThrow), or their game cannot play the throw.
Syntax
Section titled “Syntax”ThrowPlayerFromHorse(pid [, flung])| Parameter | Type | |
|---|---|---|
pid |
number | the rider |
flung |
boolean | true or nil for the backward throw off the horse’s rear (the default); false for the plain drop (optional) |
Returns
Section titled “Returns”boolean, string - true when the order went out; false and the reason when it did not
Example
Section titled “Example”-- /throw <player>: an admin knocks a rider offfunction OnPlayerCommandText(pid, cmd, args) if cmd ~= "throw" or not IsPlayerAdmin(pid) then return false end local target = tonumber(args) or GetPlayerId(args) local ok, why = ThrowPlayerFromHorse(target) if not ok then SendClientMessage(pid, COLOR_RED, why) end return trueendSee also
Section titled “See also”OnPlayerThrown · IsPlayerThrown · SetPlayerRiderThrow · GetPlayerMount · the Horses group of the index
