FxAddBlood: Difference between revisions
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addEventHandler("OnClientPedDamage",rootElement, BloodonDamage) -- | addEventHandler("OnClientPedDamage",rootElement, BloodonDamage) -- Calling the Function when the Ped looses Hp | ||
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</section> | </section> |
Revision as of 21:27, 21 December 2009
Creates a blood splatter particle effect.
Syntax
bool fxAddBlood ( float posX, float posY, float posZ, float dirX, float dirY, float dirZ, [int count=1, float brightness=1.0] )
Required Arguments
- posX, posY, posZ: the world coordinates where the effect originates.
- dirX, dirY, dirZ: a direction vector indicating where the blood flies to.
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.
- count: the number of flying droplets to create.
- brightness: the brightness. Ranges from 0 (almost black) to 1 (normal color).
Example
Click to collapse [-]
ClientExample of creating Blood on Player Damage.
local rootElement = getRootElement() local healthvalue = 25 function BloodonDamage(attacker, weapon, bodypart , loss ) if loss > healthvalue then -- if the Player loose more than 25 Hp then... local x, y, z = getElementPosition(source) -- getting the Players Position for adding Blood on his Position local randombloodamount = math.random( 1, 3 ) -- rando blood amount 1-3 fxAddBlood ( x, y, z-2, 0.00000, 0.00000, 0.00000, randombloodamount, 1 ) -- This adds Blood on the Current Player Position end end addEventHandler("OnClientPedDamage",rootElement, BloodonDamage) -- Calling the Function when the Ped looses Hp
See Also
- createEffect
- fxAddBlood
- fxAddBulletImpact
- fxAddBulletSplash
- fxAddDebris
- fxAddFootSplash
- fxAddGlass
- fxAddGunshot
- fxAddPunchImpact
- fxAddSparks
- fxAddTankFire
- fxAddTyreBurst
- fxAddWaterHydrant
- fxAddWaterSplash
- fxAddWood
- getEffectDensity
- getEffectSpeed
- setEffectDensity
- setEffectSpeed