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This function creates a projectile of the specified type on the specified coordinates.

[[{{{image}}}|link=|]] Note:
  • Model argument is not synchronized between clients. Clients differs from local player see always standard projectile model.
  • Target argument valid elements are: player, ped, vehicle and object.


projectile createProjectile ( element creator, int weaponType [, float posX, float posY, float posZ, float force = 1.0, element target = nil, float rotX, float rotY, float rotZ, float velX, float velY, float velZ, int model ] )

OOP Syntax Help! I don't understand this!

Method: Projectile(...)

Required Arguments

  • creator: The element representing creator of the projectile. In case you want the projectile to be synced for everybody creator must be the local player or his vehicle.
  • weaponType: int representing the projectile weaponType (characteristics). Valid IDs are:
ID Name/Description
16 Grenade
17 Tear Gas Grenade
18 Molotov
19 Rocket (simple)
20 Rocket (heat seeking)
21 Air Bomb
39 Satchel Charge
58 Hydra flare

Note: ID 58 doesn't work [1]

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.

  • posX, posY, posZ: float starting coordinates for the projectile. They are coordinates of creator by default.
  • force: float representing the starting force for throwable projectiles.
  • target: element target used for heat seeking rockets.
  • rotX, rotY, rotZ: float starting rotation for the projectile.
  • velX, velY, velZ: float starting velocity for the projectile.
  • model: Integer representing the projectile's model, uses default model for weaponType if not specified.


Returns a projectile element if projectile creation was successful. Returns false if unable to create a projectile (wrong weapon ID or projectiles limit was reached).


This example makes a rocket minigun (minigun shooting with rockets).

function onClientPlayerWeaponFire(weaponID, weaponAmmo, weaponAmmoInClip, hitX, hitY, hitZ, hitElement)
	local minigunWeapon = (weaponID == 38) -- check if player is using minigun

	if (not minigunWeapon) then
		return false -- he doesn't, so don't continue

	local playerX, playerY, playerZ = getElementPosition(source) -- get position of player
	local projectileType = 19 -- type of projectile
	local projectileForce = 200 -- force used for projectile
	local rocketProjectile = createProjectile(source, projectileType, playerX, playerY, playerZ, projectileForce) -- create rocket projectile

	if (not rocketProjectile) then -- if projectile limit is reached
		outputChatBox("Rocket minigun overheated! Give it a rest pal!", source) -- output a message
addEventHandler("onClientPlayerWeaponFire", localPlayer, onClientPlayerWeaponFire)

This example code shoots a projectile from your occupied vehicle that travels in the direction your vehicle is facing when you press vehicle_fire (left mouse button with default controls)

function shootProjectile()
	local playerVehicle = getPedOccupiedVehicle(localPlayer)

	if (not playerVehicle) then -- only create projectile if we are inside a vehicle
		return false

	local projectileType = 19 -- rocket
	local vehicleX, vehicleY, vehicleZ = getElementPosition(playerVehicle)

	createProjectile(playerVehicle, projectileType, vehicleX, vehicleY, vehicleZ)
bindKey("vehicle_fire", "down", shootProjectile)


Issue ID Description
#584 createProjectile creates one projectile for every person in the vehicle
#616 Projectile rotation is set exactly opposite for creator

See also