OnClientPlayerWeaponFire: Difference between revisions

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(Replace to localPlayer.)
 
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{{Client event}}
{{Client event}}
__NOTOC__  
__NOTOC__  
This event is called when a player fires a weapon.  This does not trigger for projectiles, melee weapons, or camera.
This event is called when a player fires a weapon.  This event does not trigger for melee weapons. Projectile weapons or the camera will only trigger the event if fired by the local player.
{{Note|This event is only triggered for players that are streamed in}}
{{Note|This event is only triggered for players that are streamed in}}
{{Note|This does not trigger for projectiles, melee weapons, or camera.}}
{{Note|This does not trigger for any player's melee weapons or for remote player's projectile weapons or cameras}}
==Parameters==
==Parameters==
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
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*'''ammo''': an [[int]] amount of ammo left for this weapon type.
*'''ammo''': an [[int]] amount of ammo left for this weapon type.
*'''ammoInClip''': an [[int]] amount of ammo left for this weapon type in clip.
*'''ammoInClip''': an [[int]] amount of ammo left for this weapon type in clip.
*'''hitX''', '''hitY''', '''hitZ''': [[float]] world coordinates representing a hit point.
*'''hitX''': [[float]] world X coordinate representing the hit point.
*'''hitY''': [[float]] world Y coordinate representing the hit point.
*'''hitZ''': [[float]] world Z coordinate representing the hit point.
*'''hitElement''': an [[element]] which was hit by a shot.
*'''hitElement''': an [[element]] which was hit by a shot.
{{New feature/item|3.0131|1.3.1|4311|
{{New feature/item|3.0131|1.3.1|4311|
*'''startX''', '''startY''', '''startZ''': [[float]] world coordinates representing the start of the bullet. Note: This is not the gun muzzle.
*'''startX''': [[float]] world X coordinate representing the start of the bullet. Note: This is not the gun muzzle.
*'''startY''': [[float]] world Y coordinate representing the start of the bullet.
*'''startZ''': [[float]] world Z coordinate representing the start of the bullet.
}}
}}


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This example implements custom gunshot sounds.
This example implements custom gunshot sounds.
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
function playGunfireSound(weaponID)
local playerWeaponSounds = {
local muzzleX, muzzleY, muzzleZ = getPedWeaponMuzzlePosition(source)
[22] = "sounds/weap/colt45.wav",
local dim = getElementDimension(source)
[23] = "sounds/weap/silenced.wav",
local int = getElementInterior(source)
[24] = "sounds/weap/deagle.wav",
setAmbientSoundEnabled ("gunfire", false)
[25] = "sounds/weap/shotgun.wav",
[26] = "sounds/weap/sawed-off.wav",
[27] = "sounds/weap/combat shotgun.wav",
[28] = "sounds/weap/uzi.wav",
[30] = "sounds/weap/ak-47.wav",
[31] = "sounds/weap/m4.wav",
[32] = "sounds/weap/tec9.wav",
[34] = "sounds/weap/sniper.wav",
}


local weaponSounds = {
local function playCustomWeaponSound(weaponID)
[22] = "sounds/weap/colt45.ogg",
local playerWeaponSoundPath = playerWeaponSounds[weaponID]
[23] = "sounds/weap/silenced.ogg",
[24] = "sounds/weap/deagle.ogg",
[25] = "sounds/weap/shotgun.ogg",
[26] = "sounds/weap/sawed-off.ogg",
[27] = "sounds/weap/combat shotgun.ogg",
[28] = "sounds/weap/uzi.ogg",
[30] = "sounds/weap/ak-47.ogg",
[31] = "sounds/weap/m4.ogg",
[32] = "sounds/weap/tec9.ogg",
[34] = "sounds/weap/sniper.ogg",
}


if weaponSounds[weaponID] then
if (not playerWeaponSoundPath) then
sound = playSound3D(weaponSounds[weaponID], muzzleX, muzzleY, muzzleZ)
return false
setSoundMaxDistance(sound, 90)
setElementDimension(sound, dim)
setElementInterior(sound, int)
setSoundVolume(sound, 0.6)
end
end
local playerMuzzleX, playerMuzzleY, playerMuzzleZ = getPedWeaponMuzzlePosition(source)
local playerWeaponSound = playSound3D(playerWeaponSoundPath, playerMuzzleX, playerMuzzleY, playerMuzzleZ)
if (not playerWeaponSound) then
return false
end
setSoundMaxDistance(playerWeaponSound, 90)
setSoundVolume(playerWeaponSound, 0.6)
end
end
addEventHandler("onClientPlayerWeaponFire", root, playGunfireSound)
addEventHandler("onClientPlayerWeaponFire", root, playCustomWeaponSound)
</syntaxhighlight>
</syntaxhighlight>



Latest revision as of 05:19, 5 June 2025

This event is called when a player fires a weapon. This event does not trigger for melee weapons. Projectile weapons or the camera will only trigger the event if fired by the local player.

[[{{{image}}}|link=|]] Note: This event is only triggered for players that are streamed in
[[{{{image}}}|link=|]] Note: This does not trigger for any player's melee weapons or for remote player's projectile weapons or cameras

Parameters

int weapon, int ammo, int ammoInClip, float hitX, float hitY, float hitZ, element hitElement, float startX, float startY, float startZ
  • weapon: an int representing weapon used for firing a shot.
  • ammo: an int amount of ammo left for this weapon type.
  • ammoInClip: an int amount of ammo left for this weapon type in clip.
  • hitX: float world X coordinate representing the hit point.
  • hitY: float world Y coordinate representing the hit point.
  • hitZ: float world Z coordinate representing the hit point.
  • hitElement: an element which was hit by a shot.
  • startX: float world X coordinate representing the start of the bullet. Note: This is not the gun muzzle.
  • startY: float world Y coordinate representing the start of the bullet.
  • startZ: float world Z coordinate representing the start of the bullet.

Source

The source of this event is the streamed in player who fired the weapon.

Example

This example implements custom gunshot sounds.

local playerWeaponSounds = {
	[22] = "sounds/weap/colt45.wav",
	[23] = "sounds/weap/silenced.wav",
	[24] = "sounds/weap/deagle.wav",
	[25] = "sounds/weap/shotgun.wav",
	[26] = "sounds/weap/sawed-off.wav",
	[27] = "sounds/weap/combat shotgun.wav",
	[28] = "sounds/weap/uzi.wav",
	[30] = "sounds/weap/ak-47.wav",
	[31] = "sounds/weap/m4.wav",
	[32] = "sounds/weap/tec9.wav",
	[34] = "sounds/weap/sniper.wav",
}

local function playCustomWeaponSound(weaponID)
	local playerWeaponSoundPath = playerWeaponSounds[weaponID]

	if (not playerWeaponSoundPath) then
		return false
	end

	local playerMuzzleX, playerMuzzleY, playerMuzzleZ = getPedWeaponMuzzlePosition(source)
	local playerWeaponSound = playSound3D(playerWeaponSoundPath, playerMuzzleX, playerMuzzleY, playerMuzzleZ)

	if (not playerWeaponSound) then
		return false
	end

	setSoundMaxDistance(playerWeaponSound, 90)
	setSoundVolume(playerWeaponSound, 0.6)
end
addEventHandler("onClientPlayerWeaponFire", root, playCustomWeaponSound)

This example sends a warning to the local player if they shoot another player with a minigun.

--First, we create a function for the event handler to use.
function onClientPlayerWeaponFireFunc(weapon, ammo, ammoInClip, hitX, hitY, hitZ, hitElement )
    if weapon == 38 and getElementType(hitElement)=="player" then -- If the player shoots with a minigun, and hits another player...
         outputChatBox ( "Don't kill people with minigun, it's lame!", 255, 0, 0 ) -- We output a warning to him.
    end
end
-- Add this as a handler so that the function will be triggered every time the local player fires.
addEventHandler ( "onClientPlayerWeaponFire", localPlayer, onClientPlayerWeaponFireFunc )

This example makes the Shotgun fire explosive rounds.

function onClientPlayerWeaponFireFunc(weapon, ammo, ammoInClip, hitX, hitY, hitZ, hitElement)
    if (weapon == 25) then -- If the player shoots with a shotgun
        createExplosion(hitX, hitY, hitZ, 12, true, 0, true) -- Creates a tiny explosion where the bullet hit.
    end
end
-- Add this as a handler so that the function will be triggered every time a player fires.
addEventHandler("onClientPlayerWeaponFire", root, onClientPlayerWeaponFireFunc)

See Also

Client player events


Client event functions