OnClientPlayerWeaponFire: Difference between revisions
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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 | 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 | {{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"> | ||
Line 11: | Line 11: | ||
*'''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''' | *'''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''' | *'''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"> | ||
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 | local function playCustomWeaponSound(weaponID) | ||
local playerWeaponSoundPath = playerWeaponSounds[weaponID] | |||
if | if (not playerWeaponSoundPath) then | ||
return false | |||
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, | 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.
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
- onClientPlayerChangeNick
- onClientPlayerChoke
- onClientPlayerDamage
- onClientPlayerHeliKilled
- onClientPlayerHitByWaterCannon
- onClientPlayerJoin
- onClientPlayerPickupHit
- onClientPlayerPickupLeave
- onClientPlayerQuit
- onClientPlayerRadioSwitch
- onClientPlayerSpawn
- onClientPlayerStealthKill
- onClientPlayerStuntFinish
- onClientPlayerStuntStart
- onClientPlayerTarget
- onClientPlayerVehicleEnter
- onClientPlayerVehicleExit
- onClientPlayerVoicePause
- onClientPlayerVoiceResumed
- onClientPlayerVoiceStart
- onClientPlayerVoiceStop
- onClientPlayerWasted
- onClientPlayerWeaponFire
- onClientPlayerWeaponSwitch
Client event functions
- triggerLatentServerEvent
- triggerServerEvent
- Shared
- addEvent
- addEventHandler
- cancelEvent
- cancelLatentEvent
- getEventHandlers
- getLatentEventHandles
- getLatentEventStatus
- removeEventHandler
- triggerEvent
- wasEventCancelled