OnClientPlayerDamage: Difference between revisions

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This event is triggered whenever a player is damaged.
This event is triggered whenever a player is damaged.


==Parameters==
^_^
<syntaxhighlight lang="lua">
element attacker, int weapon, int bodypart [, float loss ]
</syntaxhighlight>
 
*'''attacker''': A [[player]] [[element]] representing the attacker or [[vehicle]] [[element]] (when being run over or falling off a bike).
*'''weapon''': An integer representing the weapon ID the attacker used
*'''bodypart''': An integer representing the bodypart the player was damaged
{{BodyParts}}
{{New feature/item|3|1.0||
*'''loss''': A float representing the percentage of health the player lost.
}}


==Source==
==Source==

Revision as of 23:27, 1 June 2013

This event is triggered whenever a player is damaged.

^_^

Source

The source of this event is the player that got damaged. (Streamed in players only)

Cancel effect

If this event is canceled, then any damaging effects to the local player will cease.

Example

This example prevents any damage from the minigun.

function stopMinigunDamage ( attacker, weapon, bodypart )
	if ( weapon == 38 ) then --if the weapon used was the minigun
		cancelEvent() --cancel the event
	end
end
addEventHandler ( "onClientPlayerDamage", getLocalPlayer(), stopMinigunDamage )

See Also

Client player events


Client event functions