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Rumble

 
      Just like with the player LEDs, the GPC language also can handle the controller rumbles.
 
  Related GPC Functions:
 
get_rumble    Returns the current value of a rumble
set_rumble    Set the value of a rumble (engine speed)
block_rumble  Blocks any rumble action sent by the console
reset_rumble  Unblocks the rumble (if it is blocked)
 
  Rumble Identifiers:
 
RUMBLE_A: Strong
RUMBLE_B: Weak
RUMBLE_RT: Right trigger rumble (XBox One controller)
RUMBLE_LT: Left trigger rumble (XBox One controller)
 
  Example of usage:
 
      Once a rumble is activated by the script the rumble engine will remain activated until the script send a command to turn it off.
 
combo RumbleExample {
    // Vibrate the controller for 1 second
    set_rumble(RUMBLE_A, 100);
    wait(1000);
 
    // Turn the rumble off
    set_rumble(RUMBLE_A, 0);
}
 

  1. get_rumble

      Returns the current value of a rumble.
 
  Prototype:
 
int get_rumble ( <rumble_ident> )
 
  Parameters:
 
<rumble_ident> : the identifier of a rumble
 
  Return:
 
the rumble (engine) speed, can range from 0 (off) to 100 (max speed)
 
  Example:
 
if(get_rumble(RUMBLE_A) == 100) {
    /* Rumble A is running at max speed */
}
 

  2. set_rumble

      Set the value of a rumble (engine speed).
 
  Prototype:
 
set_rumble ( <rumble_ident> )
 
  Parameters:
 
<rumble_ident> : the identifier of a rumble
 
  Return:
 
None
 
  Example:
 
set_rumble(RUMBLE_RT, 80);
 

  3. block_rumble

      Blocks any rumble action sent by the console.
 
  Prototype:
 
block_rumble (  )
 
  Parameters:
 
None
 
  Return:
 
None
 
  Example:
 
block_rumble();
 

  4. reset_rumble

      Unblocks the rumble (if is blocked), and set its values to 0.
 
  Prototype:
 
reset_rumble (  )
 
  Parameters:
 
None
 
  Return:
 
None
 
  Example:
 
reset_rumble();