OnClientPlayerDamage: Difference between revisions

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==Issues==
==Issues==
{{Issues|
{{Issues|
{{Issue|8082|Custom weapons don't fully work with onClientPlayerDamage}}
{{Issue|8082|(Fixed in r9762) Custom weapons don't fully work with onClientPlayerDamage}}
}}
}}



Revision as of 23:01, 16 January 2019

This event is triggered whenever a player is damaged.

[[{{{image}}}|link=|]] Note: This event is only triggered for players that are streamed in

Parameters

element attacker, int weapon, int bodypart [, float loss ]
  • 3: Torso
  • 4: Ass
  • 5: Left Arm
  • 6: Right Arm
  • 7: Left Leg
  • 8: Right Leg
  • 9: Head
  • loss: A float representing the percentage of health the player lost.

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 )

Issues

Issue ID Description
#8082 (Fixed in r9762) Custom weapons don't fully work with onClientPlayerDamage

See Also

Client player events


Client event functions