FxAddBlood

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Creates a blood splatter particle effect.

Syntax

bool fxAddBlood ( float posX, float posY, float posZ, float dirX, float dirY, float dirZ, [int count=1, float brightness=1.0] )

Required Arguments

  • posX, posY, posZ: the world coordinates where the effect originates.
  • dirX, dirY, dirZ: a direction vector indicating where the blood flies to.

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.

  • count: the number of flying droplets to create.
  • brightness: the brightness. Ranges from 0 (almost black) to 1 (normal color).

Example

Click to collapse [-]
Client

Example of creating Blood on Player Damage.

local rootElement = getRootElement()
local healthvalue = 25

function BloodonDamage(attacker, weapon, bodypart , loss )
   if loss > healthvalue then -- if the Player loose more than 25 Hp then...
      local x, y, z = getElementPosition(source) -- getting the Players Position for adding Blood on his Position
      local randombloodamount = math.random( 1, 3 ) -- rando blood amount 1-3
      fxAddBlood ( x, y, z-2, 0.00000, 0.00000, 0.00000, randombloodamount, 1 )
      -- This adds Blood on the Current Player Position
   end
end

addEventHandler("OnClientPedDamage",rootElement, BloodonDamage)  -- Keep everything visible with onClientRender.

See Also