FxAddBlood: Difference between revisions
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==Example== | ==Example== | ||
<section name="Client" class="client" show="true"> | <section name="Client" class="client" show="true"> | ||
This example creates blood effects when a player gets shot. | |||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
local rootElement = getRootElement() | local rootElement = getRootElement() | ||
local healthvalue = 25 | local healthvalue = 25 | ||
function BloodonDamage(attacker, weapon, bodypart , loss ) | function BloodonDamage( attacker, weapon, bodypart, loss ) | ||
if loss > healthvalue then -- if the | if loss > healthvalue then -- if the player loses more than 25 hp, then... | ||
local x, y, z = getElementPosition(source) -- | local x, y, z = getElementPosition( source ) -- get player's position for adding blood | ||
local randombloodamount = math.random( 1, 3 ) -- | local randombloodamount = math.random( 1, 3 ) -- random blood amount 1-3 | ||
fxAddBlood ( x, y, z-2, 0.00000, 0.00000, 0.00000, randombloodamount, 1 ) | fxAddBlood ( x, y, z-2, 0.00000, 0.00000, 0.00000, randombloodamount, 1 ) | ||
-- | -- this adds blood to player's current position | ||
end | end | ||
end | end | ||
addEventHandler( "onClientPlayerDamage", rootElement, BloodonDamage ) -- calls the function when a player loses hp | |||
addEventHandler(" | |||
</syntaxhighlight> | </syntaxhighlight> | ||
</section> | </section> |
Revision as of 14:13, 22 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 [-]
ClientThis example creates blood effects when a player gets shot.
local rootElement = getRootElement() local healthvalue = 25 function BloodonDamage( attacker, weapon, bodypart, loss ) if loss > healthvalue then -- if the player loses more than 25 hp, then... local x, y, z = getElementPosition( source ) -- get player's position for adding blood local randombloodamount = math.random( 1, 3 ) -- random blood amount 1-3 fxAddBlood ( x, y, z-2, 0.00000, 0.00000, 0.00000, randombloodamount, 1 ) -- this adds blood to player's current position end end addEventHandler( "onClientPlayerDamage", rootElement, BloodonDamage ) -- calls the function when a player loses hp
See Also
- createEffect
- fxAddBlood
- fxAddBulletImpact
- fxAddBulletSplash
- fxAddDebris
- fxAddFootSplash
- fxAddGlass
- fxAddGunshot
- fxAddPunchImpact
- fxAddSparks
- fxAddTankFire
- fxAddTyreBurst
- fxAddWaterHydrant
- fxAddWaterSplash
- fxAddWood
- getEffectDensity
- getEffectSpeed
- setEffectDensity
- setEffectSpeed