CreateEffect: Difference between revisions

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==Example==
==Example==
This example allows you to create effect by 'B' key (use mouse scroll up/down to switch effect).
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
-- There are 82 effects
local effectSwitchUpKey = "mouse_wheel_up"
local effectSwitchDownKey = "mouse_wheel_down"
local effectCreateKey = "b"


local effectNames = {
local effectNames = {
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}
}


function createEff(_, effectID)
local effectID = 1
effectID = tonumber(effectID)
local effectName = effectNames[effectID]
local effectCount = (#effectNames) -- there are 82 effects


if effectID then
outputChatBox("Effect set to: #ffa500"..effectName.."#ffffff (ID: #ffa500"..effectID.."#ffffff)", 255, 255, 255, true)
local validID = effectID > 0 and effectID <= #effectNames


if validID then
local function createEffectManually()
local effectName = effectNames[effectID]
local effectX, effectY, effectZ = getElementPosition(localPlayer)
local playerX, playerY, playerZ = getElementPosition(localPlayer)
local effectRX, effectRY, effectRZ = 0, 0, 0
local effectDrawDistance = 300
local effectSoundEnable = false


createEffect(effectName, playerX, playerY, playerZ, 0, 0, 0)
outputChatBox("Created effect: #ffa500"..effectName.."#ffffff (ID: #ffa500"..effectID.."#ffffff)", 255, 255, 255, true)
end
createEffect(effectName, effectX, effectY, effectZ, effectRX, effectRY, effectRZ, effectDrawDistance, effectSoundEnable)
end
end
end
addCommandHandler("effect", createEff)
bindKey(effectCreateKey, "down", createEffectManually)


-- Example: /effect 3
local function switchEffect(keyName)
local effectSwitchUp = (keyName == effectSwitchUpKey)
local effectSwitchFactor = (effectSwitchUp and 1 or -1)
local effectSwitchTempID = (effectID + effectSwitchFactor)
local effectSwitchID = (effectSwitchTempID > effectCount and 1 or effectSwitchTempID < 1 and effectCount or effectSwitchTempID)
 
effectID = effectSwitchID
effectName = effectNames[effectID]
 
outputChatBox("Effect set to: #ffa500"..effectName.."#ffffff (ID: #ffa500"..effectID.."#ffffff)", 255, 255, 255, true)
end
bindKey(effectSwitchDownKey, "down", switchEffect)
bindKey(effectSwitchUpKey, "down", switchEffect)
</syntaxhighlight>
</syntaxhighlight>



Revision as of 19:55, 21 July 2025

Creates an effect on specified position.

[[{{{image}}}|link=|]] Note: Not all effects support rotation (e.g. the "fire" - effect doesn't).
[[{{{image}}}|link=|]] Note: All effects have their own duration.

Syntax

effect createEffect ( string name, float x, float y, float z [, float rX, float rY, float rZ, float drawDistance = 0, bool soundEnable = false ] )

OOP Syntax Help! I don't understand this!

Method: Effect(...)


Required Arguments

  • name: A string contains effect name.
  • x: A floating point number representing the X coordinate on the map.
  • y: A floating point number representing the Y coordinate on the map.
  • z: A floating point number representing the Z coordinate on the map.

Optional Arguments

NOTE: When using optional arguments, you might need to supply all arguments before the one you wish to use. For more information on optional arguments, see optional arguments.

  • rX: A floating point number representing the rotation about the X axis in degrees.
  • rY: A floating point number representing the rotation about the Y axis in degrees.
  • rZ: A floating point number representing the rotation about the Z axis in degrees.
  • drawDistance: A floating point number between 1 and 8191 which represents the draw distance of the effect, or 0 to use the default draw distance.
  • soundEnable: to enable the sound of the effect.

Returns

Returns the effect element if creation was successful, false otherwise.

Example

This example allows you to create effect by 'B' key (use mouse scroll up/down to switch effect).

local effectSwitchUpKey = "mouse_wheel_up"
local effectSwitchDownKey = "mouse_wheel_down"
local effectCreateKey = "b"

local effectNames = {
	"blood_heli", "boat_prop", "camflash", "carwashspray", "cement", "cloudfast", "coke_puff", "coke_trail", "cigarette_smoke",
	"explosion_barrel", "explosion_crate", "explosion_door", "exhale", "explosion_fuel_car", "explosion_large", "explosion_medium",
	"explosion_molotov", "explosion_small", "explosion_tiny", "extinguisher", "flame", "fire", "fire_med", "fire_large", "flamethrower",
	"fire_bike", "fire_car", "gunflash", "gunsmoke", "insects", "heli_dust", "jetpack", "jetthrust", "nitro", "molotov_flame",
	"overheat_car", "overheat_car_electric", "prt_blood", "prt_boatsplash", "prt_bubble", "prt_cardebris", "prt_collisionsmoke",
	"prt_glass", "prt_gunshell", "prt_sand", "prt_sand2", "prt_smokeII_3_expand", "prt_smoke_huge", "prt_spark", "prt_spark_2",
	"prt_splash", "prt_wake", "prt_watersplash", "prt_wheeldirt", "petrolcan", "puke", "riot_smoke", "spraycan", "smoke30lit", "smoke30m",
	"smoke50lit", "shootlight", "smoke_flare", "tank_fire", "teargas", "teargasAD", "tree_hit_fir", "tree_hit_palm", "vent", "vent2",
	"water_hydrant", "water_ripples", "water_speed", "water_splash", "water_splash_big", "water_splsh_sml", "water_swim", "waterfall_end",
	"water_fnt_tme", "water_fountain", "wallbust", "WS_factorysmoke"
}

local effectID = 1
local effectName = effectNames[effectID]
local effectCount = (#effectNames) -- there are 82 effects

outputChatBox("Effect set to: #ffa500"..effectName.."#ffffff (ID: #ffa500"..effectID.."#ffffff)", 255, 255, 255, true)

local function createEffectManually()
	local effectX, effectY, effectZ = getElementPosition(localPlayer)
	local effectRX, effectRY, effectRZ = 0, 0, 0
	local effectDrawDistance = 300
	local effectSoundEnable = false

	outputChatBox("Created effect: #ffa500"..effectName.."#ffffff (ID: #ffa500"..effectID.."#ffffff)", 255, 255, 255, true)
	createEffect(effectName, effectX, effectY, effectZ, effectRX, effectRY, effectRZ, effectDrawDistance, effectSoundEnable)
end
bindKey(effectCreateKey, "down", createEffectManually)

local function switchEffect(keyName)
	local effectSwitchUp = (keyName == effectSwitchUpKey)
	local effectSwitchFactor = (effectSwitchUp and 1 or -1)
	local effectSwitchTempID = (effectID + effectSwitchFactor)
	local effectSwitchID = (effectSwitchTempID > effectCount and 1 or effectSwitchTempID < 1 and effectCount or effectSwitchTempID)

	effectID = effectSwitchID
	effectName = effectNames[effectID]

	outputChatBox("Effect set to: #ffa500"..effectName.."#ffffff (ID: #ffa500"..effectID.."#ffffff)", 255, 255, 255, true)
end
bindKey(effectSwitchDownKey, "down", switchEffect)
bindKey(effectSwitchUpKey, "down", switchEffect)

Changelog

Version Description
1.4.0-9.06892 Added drawDistance argument
1.5.4-9.11631 Added soundEnable argument

See Also