SetPlayerPosition: Difference between revisions

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Document Lua APIs available or improved from G1R:MP 0.1.2
 
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<!-- This page is generated automatically from the function definition: setPlayerPosition. -->
= setPlayerPosition =
= setPlayerPosition =
<div style="background:#fff5f5; border:1px solid #d13b3b; border-left:5px solid #d13b3b; color:#111111; padding:0.85rem 1rem; margin:0.75rem 0 1rem;">
<div style="color:#111111; font-weight:bold; letter-spacing:0.04em;">IMPROVED FROM UPDATE 0.1.2</div>
<div style="color:#111111; margin-top:0.25rem;">This function is available in earlier releases and has corrected or expanded behavior in G1R:MP 0.1.2 and later. The contract below describes the updated behavior.</div>
</div>
Moves a connected player to an authoritative world position.
Moves a connected player to an authoritative world position.


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== Returns ==
== Returns ==
Returns <code>true</code> when the authoritative move is accepted and queued for the client; otherwise returns <code>false</code>.
Returns <code>true</code> when the authoritative move is accepted into the player's position-control queue; otherwise returns <code>false</code>.


== Examples ==
== Examples ==
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* Available only in server-side resource scripts.
* Available only in server-side resource scripts.
* Coordinates use metres. The server converts them to Unreal units before sending the reliable control event.
* Coordinates use metres. The server converts them to Unreal units before sending the reliable control event.
* The player must already have supplied at least one valid movement snapshot.
* The function may be called from <code>onPlayerJoin</code>. Before the player's first valid movement snapshot, the accepted request remains queued and is dispatched as soon as that snapshot proves the native pawn is ready.
* This function emits <code>onPlayerTeleport</code> when accepted.
* Position commands run one at a time. The server commits the transform and emits <code>onPlayerTeleport</code> only after a validated native ACK confirms that the exact command was applied.


[[Category:Lua Functions]]
[[Category:Server Functions]]
[[Category:Server Functions]]
[[Category:Player Functions]]
[[Category:Player Functions]]
[[Category:Spatial Functions]]
[[Category:Spatial Functions]]

Latest revision as of 18:40, 3 September 2026

setPlayerPosition

IMPROVED FROM UPDATE 0.1.2
This function is available in earlier releases and has corrected or expanded behavior in G1R:MP 0.1.2 and later. The contract below describes the updated behavior.

Moves a connected player to an authoritative world position.

Syntax

bool setPlayerPosition(int playerId, number x, number y, number z [, number yaw = 0])

Parameters

Name Type Required Description
playerId int yes The connected player identifier.
x number yes World X coordinate in metres.
y number yes World Y coordinate in metres.
z number yes World Z coordinate in metres.
yaw number no Optional actor yaw in degrees; defaults to 0.

Returns

Returns true when the authoritative move is accepted into the player's position-control queue; otherwise returns false.

Examples

Move a player two metres along the X axis:

local position = getPlayerPosition(playerId)
if position then
    setPlayerPosition(playerId, position.x + 2, position.y, position.z)
end

Notes

  • Available only in server-side resource scripts.
  • Coordinates use metres. The server converts them to Unreal units before sending the reliable control event.
  • The function may be called from onPlayerJoin. Before the player's first valid movement snapshot, the accepted request remains queued and is dispatched as soon as that snapshot proves the native pawn is ready.
  • Position commands run one at a time. The server commits the transform and emits onPlayerTeleport only after a validated native ACK confirms that the exact command was applied.