OnClientPlayerDamage: Difference between revisions

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*'''attacker''': A [[player]] [[element]] representing the attacker.
*'''attacker''': A [[player]] [[element]] representing the attacker or [[vehicle]] [[element]] (when you fall of a bike).
*'''weapon''': An integer representing the weapon ID the attacker used
*'''weapon''': An integer representing the weapon ID the attacker used
*'''bodypart''': An integer representing the bodypart the player was damaged
*'''bodypart''': An integer representing the bodypart the player was damaged

Revision as of 23:11, 22 April 2008

This event is triggered whenever a player is damaged.

Parameters

player attacker, int weapon, int bodypart [, float loss ]
  • attacker: A player element representing the attacker or vehicle element (when you fall of a bike).
  • weapon: An integer representing the weapon ID the attacker used
  • bodypart: An integer representing the bodypart the player was damaged
  • 3: Torso
  • 4: Ass
  • 5: Left Arm
  • 6: Right Arm
  • 7: Left Leg
  • 8: Right Leg
  • 9: Head
  • loss: A float representing the percentage of health the player lost. (from DP3)

Source

The source of this event is the player that got damaged

Cancel effect

If this event is canceled, then any damaging effects to the local player will cease.

Example

This example prevents any damage from the minigun.

function stopMinigunDamage ( attacker, weapon, bodypart )
	if ( weapon == 38 ) then --if the weapon used was the minigun
		cancelEvent() --cancel the event
	end
end
addEventHandler ( "onClientPlayerDamage", getLocalPlayer(), stopMinigunDamage )

See Also

Client player events


Client event functions