FxAddWaterSplash: Difference between revisions
		
		
		
		
		
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==Example==  | ==Example==  | ||
This   | <section name="Client" class="client" show="true">  | ||
This example will create a Water Splash at the position of the bullet impact whenever you shoot.  | |||
<syntaxhighlight lang="lua">  | <syntaxhighlight lang="lua">  | ||
--  | addEventHandler("onClientPlayerWeaponFire", root, function(weapon, ammo, ammoInClip, hitX, hitY, hitZ, hitElement)  | ||
    if weapon == 0 then return end -- If the player is unarmed, return end.  | |||
    fxAddWaterSplash(hitX, hitY, hitZ)  | |||
end)  | |||
</syntaxhighlight>  | </syntaxhighlight>  | ||
</section>  | |||
==See Also==  | ==See Also==  | ||
{{Client Effects functions}}  | {{Client Effects functions}}  | ||
Revision as of 13:01, 25 May 2012
This function creates a water splash particle effect.
Syntax
bool fxAddWaterSplash ( float posX, float posY, float posZ )
Required Arguments
- posX: A float representing the x position of the splash
 - posY: A float representing the y position of the splash
 - posZ: A float representing the z position of the splash
 
Returns
Returns a true if the operation was successful, false otherwise.
Example
Click to collapse [-]
ClientThis example will create a Water Splash at the position of the bullet impact whenever you shoot.
addEventHandler("onClientPlayerWeaponFire", root, function(weapon, ammo, ammoInClip, hitX, hitY, hitZ, hitElement)
    if weapon == 0 then return end -- If the player is unarmed, return end.
    fxAddWaterSplash(hitX, hitY, hitZ)
end)
See Also
- createEffect
 - fxAddBlood
 - fxAddBulletImpact
 - fxAddBulletSplash
 - fxAddDebris
 - fxAddFootSplash
 - fxAddGlass
 - fxAddGunshot
 - fxAddPunchImpact
 - fxAddSparks
 - fxAddTankFire
 - fxAddTyreBurst
 - fxAddWaterHydrant
 - fxAddWaterSplash
 - fxAddWood
 - getEffectDensity
 - getEffectSpeed
 - setEffectDensity
 - setEffectSpeed