OnClientPlayerDamage: Difference between revisions

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*'''bodypart''': An integer representing the bodypart the player was damaged
*'''bodypart''': An integer representing the bodypart the player was damaged
{{BodyParts}}
{{BodyParts}}
{{New feature|3|1.0|
{{New feature/item|3|1.0||
*'''loss''': A float representing the percentage of health the player lost.
*'''loss''': A float representing the percentage of health the player lost.
}}
}}

Revision as of 08:06, 21 November 2011

This event is triggered whenever a player is damaged.

Parameters

element attacker, int weapon, int bodypart [, float loss ]
  • attacker: A player element representing the attacker or vehicle element (when being run over or falling off 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.

Source

The source of this event is the player that got damaged. (Streamed in players only)

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