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Update BringVehicleToHalt.md (#945)
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* Update BringVehicleToHalt.md

Added additional parametername and descriptions of each parameters to the natives

* Update BringVehicleToHalt.md

Cleaned up some of the documentation for this.

* Update BringVehicleToHalt.md

Grammar changes.

---------

Co-authored-by: ammonia-cfx <38232208+4mmonium@users.noreply.github.com>
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Wetter42 and 4mmonium authored Dec 13, 2023
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17 changes: 6 additions & 11 deletions VEHICLE/BringVehicleToHalt.md
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Expand Up @@ -6,18 +6,13 @@ aliases: ["0x260BE8F09E326A20","_SET_VEHICLE_HALT"]

```c
// 0x260BE8F09E326A20 0xCBC7D3C8
void BRING_VEHICLE_TO_HALT(Vehicle vehicle, float distance, int duration, BOOL unknown);
void BRING_VEHICLE_TO_HALT(Vehicle vehicle, float distance, int duration, BOOL bControlVerticalVelocity);
```
```
This native makes the vehicle stop immediately, as happens when we enter a MP garage.
. distance defines how far it will travel until stopping. Garage doors use 3.0.
. If killEngine is set to 1, you cannot resume driving the vehicle once it stops. This looks like is a bitmapped integer.
```
This native makes the vehicle stop immediately, as it happens when we enter a multiplayer garage.
## Parameters
* **vehicle**:
* **distance**:
* **duration**:
* **unknown**:
* **vehicle**: The vehicle to stop.
* **distance**: The distance from the initial coords at which the vehicle should come to rest.
* **duration**: The length of time in seconds to hold the car at rest after stopping.
* **bControlVerticalVelocity**: `false` by default which allows gravity to act normally in the z direction. Enable this option to halt the vehicle's vertical velocity as well.

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