FxAddTankFire: Difference between revisions
		
		
		
		
		
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==Example==  | ==Example==  | ||
This   | <section name="Client" class="client" show="true">  | ||
This example will create a Tank Fire Effect at your weapon's muzzle position  | |||
<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.  | |||
    local mX, mY, mZ = getPedWeaponMuzzlePosition(localPlayer)  | |||
    fxAddTankFire(mX, mY, mZ, 0, 90, 0)  | |||
end)  | |||
</syntaxhighlight>  | </syntaxhighlight>  | ||
</section>  | |||
==See Also==  | ==See Also==  | ||
{{Client Effects functions}}  | {{Client Effects functions}}  | ||
Revision as of 13:11, 25 May 2012
This function creates a tank firing particle effect.
Syntax
bool fxAddTankFire ( float posX, float posY, float posZ, float dirX, float dirY, float dirZ )
Required Arguments
- posX, posY, posZ: the world coordinates where the effect originates.
 - dirX, dirY, dirZ: a direction vector indicating where the tank fire is directed to.
 
Returns
Returns a true if the operation was successful, false otherwise.
Example
Click to collapse [-]
ClientThis example will create a Tank Fire Effect at your weapon's muzzle position
addEventHandler("onClientPlayerWeaponFire", root, function(weapon, ammo, ammoInClip, hitX, hitY, hitZ, hitElement)
    if weapon == 0 then return end -- If the player is unarmed, return end.
    local mX, mY, mZ = getPedWeaponMuzzlePosition(localPlayer)
    fxAddTankFire(mX, mY, mZ, 0, 90, 0)
end)
See Also
- createEffect
 - fxAddBlood
 - fxAddBulletImpact
 - fxAddBulletSplash
 - fxAddDebris
 - fxAddFootSplash
 - fxAddGlass
 - fxAddGunshot
 - fxAddPunchImpact
 - fxAddSparks
 - fxAddTankFire
 - fxAddTyreBurst
 - fxAddWaterHydrant
 - fxAddWaterSplash
 - fxAddWood
 - getEffectDensity
 - getEffectSpeed
 - setEffectDensity
 - setEffectSpeed