CreateProjectile: Difference between revisions

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{{Client function}}
{{Client function}}
This function creates a projectile of the specified type on the specified coordinates.
This function creates a projectile of the specified type on the specified coordinates.
{{Note|
*'''Model''' argument is not synchronized between clients. Clients differs from local player see always standard projectile model.
*'''Target''' argument can only be defined as a player or another projectile.
}}


==Syntax==
==Syntax==
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projectile createProjectile ( element creator, int weaponType [, float posX, float posY, float posZ, float force = 1.0, element target = nil, float rotX, float rotY, float rotZ, float velX, float velY, float velZ, int model ] )
projectile createProjectile ( element creator, int weaponType [, float posX, float posY, float posZ, float force = 1.0, element target = nil, float rotX, float rotY, float rotZ, float velX, float velY, float velZ, int model ] )
</syntaxhighlight>
</syntaxhighlight>
{{OOP||[[Projectile]]}}


==Required Arguments==
===Required Arguments===
*'''creator:''' The [[element]] representing creator of the projectile. In case you want the projectile to be synced for everybody creator must be [[getLocalPlayer]]().
*'''creator:''' The [[element]] representing creator of the projectile. In case you want the projectile to be synced for everybody creator must be the local player or his vehicle.
*'''weaponType:''' [[int]] representing the projectile weaponType (characteristics). Valid IDs are:
*'''weaponType:''' [[int]] representing the projectile weaponType (characteristics). Valid IDs are:
{{Projectiles}}
{{Projectiles}}


==Optional Arguments==
===Optional Arguments===
{{OptionalArg}}
{{OptionalArg}}
*'''posX''','''posY''','''posZ''': [[float]] starting coordinates for the projectile. They are coordinates of creator by default.
*'''posX''', '''posY''', '''posZ''': [[float]] starting coordinates for the projectile. They are coordinates of creator by default.
*'''force''': [[float]] representing the starting force of the projectile.
*'''force''': [[float]] representing the starting force for throwable projectiles.
*'''target''': [[element]] target used for heat seeking rockets.
*'''target''': [[element]] target used for heat seeking rockets.
*'''rotX''','''rotY''','''rotZ''': [[float]] starting rotation for the projectile.
*'''rotX''', '''rotY''', '''rotZ''': [[float]] starting rotation for the projectile.
*'''velX''','''velY''','''velZ''': [[float]] starting velocity for the projectile.
*'''velX''', '''velY''', '''velZ''': [[float]] starting velocity for the projectile.
*'''model''': Integer representing the projectile's model, uses default model for weaponType if not specified.
*'''model''': Integer representing the projectile's model, uses default model for weaponType if not specified.


==Returns==
==Returns==
Returns a ''projectile'' element if projectile creation was succesfull. Returns ''false'' if unable to create a projectile (wrong weapon ID or projectiles limit was reached).
Returns a ''[[projectile]]'' element if [[projectile]] creation was successful. Returns ''false'' if unable to create a [[projectile]] (wrong weapon ID or projectiles limit was reached).


==Example==
==Example==
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addEventHandler("onClientPlayerWeaponFire", getLocalPlayer(), onClientPlayerWeaponFireFunc)
addEventHandler("onClientPlayerWeaponFire", getLocalPlayer(), onClientPlayerWeaponFireFunc)
</syntaxhighlight>
</syntaxhighlight>
This example code shoots a projectile from your occupied vehicle that travels in the direction your vehicle is facing when you press vehicle_fire (left mouse button with default controls)
<syntaxhighlight lang="lua">
function shootProjectile()
local vehicle = getPedOccupiedVehicle(localPlayer)
-- Only create projectile if we are inside a vehicle
if(vehicle)then
local x, y, z = getElementPosition(vehicle)
createProjectile(vehicle, 19, x, y, z)
end
end
bindKey("vehicle_fire", "down", shootProjectile)
</syntaxhighlight>
==Issues==
{{Issues|
{{Issue|8132|Projectile target only allows player element (and a projectile?)}}
{{Issue|5072|createProjectile creates one projectile for every person in the vehicle}}
}}


==See also==
==See also==

Revision as of 20:02, 23 February 2015

This function creates a projectile of the specified type on the specified coordinates.


[[{{{image}}}|link=|]] Note:
  • Model argument is not synchronized between clients. Clients differs from local player see always standard projectile model.
  • Target argument can only be defined as a player or another projectile.

Syntax

projectile createProjectile ( element creator, int weaponType [, float posX, float posY, float posZ, float force = 1.0, element target = nil, float rotX, float rotY, float rotZ, float velX, float velY, float velZ, int model ] )

OOP Syntax Help! I don't understand this!

Method: Projectile(...)


Required Arguments

  • creator: The element representing creator of the projectile. In case you want the projectile to be synced for everybody creator must be the local player or his vehicle.
  • weaponType: int representing the projectile weaponType (characteristics). Valid IDs are:
ID Name/Description
16 Grenade
17 Tear Gas Grenade
18 Molotov
19 Rocket (simple)
20 Rocket (heat seeking)
21 Air Bomb
39 Satchel Charge
58 Hydra flare

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.

  • posX, posY, posZ: float starting coordinates for the projectile. They are coordinates of creator by default.
  • force: float representing the starting force for throwable projectiles.
  • target: element target used for heat seeking rockets.
  • rotX, rotY, rotZ: float starting rotation for the projectile.
  • velX, velY, velZ: float starting velocity for the projectile.
  • model: Integer representing the projectile's model, uses default model for weaponType if not specified.

Returns

Returns a projectile element if projectile creation was successful. Returns false if unable to create a projectile (wrong weapon ID or projectiles limit was reached).

Example

This example makes a rocket minigun (minigun shooting with rockets).

-- This function gets triggered everytime player shoots.
function onClientPlayerWeaponFireFunc(weapon,ammo,ammoInClip,hitX,hitY,hitZ,hitElement)
	if weapon == 38 then -- if source is a local player and he uses minigun...
                x,y,z = getElementPosition(getLocalPlayer())
		if not createProjectile(getLocalPlayer(),19,x,y,z,200) then -- then we either create a projectile...
			outputChatBox ( "Rocket minigun overheated! Give it a rest pal!", source ) -- or if projectile limit is reached we output player a chat message
		end
	end
end

-- Don't forget to add the onClientPlayerWeaponFireFunc function as a handler for onClientPlayerWeaponFire.
addEventHandler("onClientPlayerWeaponFire", getLocalPlayer(), onClientPlayerWeaponFireFunc)

This example code shoots a projectile from your occupied vehicle that travels in the direction your vehicle is facing when you press vehicle_fire (left mouse button with default controls)


function shootProjectile()
	local vehicle = getPedOccupiedVehicle(localPlayer)
	-- Only create projectile if we are inside a vehicle
	if(vehicle)then
		local x, y, z = getElementPosition(vehicle)
		createProjectile(vehicle, 19, x, y, z)
	end
end

bindKey("vehicle_fire", "down", shootProjectile)

Issues

Issue ID Description
#8132 Projectile target only allows player element (and a projectile?)
#5072 createProjectile creates one projectile for every person in the vehicle


See also