OnClientVehicleCollision: Difference between revisions

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(Removed an extra parenthesis and used predefined variables)
(tested by me)
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{{Client event}}
{{Client event}}
__NOTOC__  
__NOTOC__  
This event is triggered when a vehicle collides with peds/vehicles/objects but not buildings.
This event is triggered when a vehicle collides with peds/vehicles/objects.


Note: collidedWith will be false if it's a default SA object and it will trigger twice for vehicles because one vehicle hit another and one got hit by another.
==Parameters==  
==Parameters==  
collidedWith, force, bodyPart, collisionX, collisionY, collisionZ,
'''Note:''' ''theHitElement'' will be nil or false if it's a default SA object and it will trigger twice for vehicles because one vehicle hit another and one got hit by another.
velocityX, velocityY, velocityZ
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
entity theHitElement, float force, int bodypart, float collisionX, float collisionY, float collisionZ, float velocityX, float velocityY, float velocityZ, float hitElementForce, int model
entity theHitElement, float force, int bodypart, float collisionX, float collisionY, float collisionZ, float velocityX, float velocityY, float velocityZ, float hitElementForce, int model

Revision as of 00:15, 14 May 2012

Added in MTA SA 1.3

This event is triggered when a vehicle collides with peds/vehicles/objects.

Parameters

Note: theHitElement will be nil or false if it's a default SA object and it will trigger twice for vehicles because one vehicle hit another and one got hit by another.

entity theHitElement, float force, int bodypart, float collisionX, float collisionY, float collisionZ, float velocityX, float velocityY, float velocityZ, float hitElementForce, int model
  • theHitElement: the entity that took damage
  • force: the force of the damage (Note: this is NOT the damage it is a force value which is then multiplied by the vehicles collision damage multiplier. for an example of this see below)
  • bodyPart: the bodypart that hit the other element
  • collisionX: the X position the collision took place
  • collisionY: the Y position the collision took place
  • collisionZ: the Z position the collision took place
  • velocityX: the X velocity of the source before the collision took place
  • velocityY: the Y velocity of the source before the collision took place
  • velocityZ: the Z velocity of the source before the collision took place
  • hitElementforce: 0 for non vehicles or the force of the other vehicle
  • model: model of the hit element (useful to detect building collisions as hitElement will be nil)

Source

The source of this event is the vehicle that collided with something.

Example

addEventHandler("onClientVehicleCollision", root,
    function(collider,force, bodyPart, x, y, z, vx, vy, vz)
         if ( source == getPedOccupiedVehicle(localPlayer) ) then
             -- force does not take into account the collision damage multiplier (this is what makes heavy vehicles take less damage than banshees for instance) so take that into account to get the damage delt
             local fDamageMultiplier = getVehicleHandling(source).collisionDamageMultiplier
             -- Create a marker (I've scaled this down to 1% of the actual damage as we get huge markers else)
             local m = createMarker(x, y, z, "corona", force * fDamageMultiplier * 0.01, 0, 9, 231)
             -- Destroy the marker in 2 seconds
             setTimer(destroyElement, 2000, 1, m)
         end
    end
)

-- This code works because onClientVehicleCollision is triggered before any SA reaction to the collision, therefore we can update the knocked off bike status just before the collision and stop the falling off effect happening :)
addEventHandler("onClientVehicleCollision", root,
    function ( hit ) 
        -- firstly did we trigger this event
        if ( source == getPedOccupiedVehicle(localPlayer) ) then
            -- knock off defaults to false
            local knockOff = false 
            -- if our hit element is nil (we just hit an SA map object)
            if ( hit == nil ) then 
                -- set knockOff to true 
                knockOff = true 
            end 
            -- update our can be knocked off bike status accordingly
            setPedCanBeKnockedOffBike(localPlayer, knockOff) 
        end
    end
)

See Also

Client vehicle events


Client event functions