CreateProjectile: Difference between revisions

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==Syntax==
==Syntax==
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
bool createProjectile ( element creator, int weapon, [ float x = x, float y = y, float z = z, float force = 1.0, element target = nil ] )
bool createProjectile ( element creator, int weapon, [ 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 ] )
</syntaxhighlight>
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==Optional Arguments==
==Optional Arguments==
{{OptionalArg}}
{{OptionalArg}}
*'''x''','''y''','''z''': [[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 of the projectile.
*'''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.
*'''velX''','''velY''','''velZ''': [[float]] starting velocity for the projectile.


==Returns==
==Returns==

Revision as of 09:54, 3 August 2007

This creates a projectile of the specified type on the specified coords.

Usage

Client-side only.

Syntax

bool createProjectile ( element creator, int weapon, [ 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 ] )

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().
  • weapon: int representing the projectile weapon ID. 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 of the projectile.
  • 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.

Returns

Returns true if projectile creation was succesfull. 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 source == getLocalPlayer() and weapon == 38 then -- if source is a local player and he uses minigun...
		if not createProjectile(getLocalPlayer(),19,getElementPosition(getLocalPlayer()),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",getRootElement(),onClientPlayerWeaponFireFunc)