OnClientWeaponFire: Difference between revisions

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__NOTOC__  
__NOTOC__  
This event triggers when a [[Element/Weapon|custom weapon]] fires a shot.
This event triggers when a [[Element/Weapon|custom weapon]] fires a shot.
{{Note|This event is only for custom weapons that were created with [[createWeapon]], for player held weapons use [[onClientPlayerWeaponFire]].}}
{{Note|This event is '''ONLY''' for custom weapons that were created with [[createWeapon]], for regular weapons use [[onClientPlayerWeaponFire]].}}
{{Note|This event is only triggered for custom weapons that are streamed in}}
{{Note|This event is only triggered for custom weapons that are streamed in}}
==Parameters==  
==Parameters==  
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===Client event functions===
===Client event functions===
{{Client_event_functions}}
{{Client_event_functions}}
[[hu:onClientWeaponFire]]

Revision as of 02:53, 14 October 2018

This event triggers when a custom weapon fires a shot.

[[{{{image}}}|link=|]] Note: This event is ONLY for custom weapons that were created with createWeapon, for regular weapons use onClientPlayerWeaponFire.
[[{{{image}}}|link=|]] Note: This event is only triggered for custom weapons that are streamed in

Parameters

element hitElement, float posX,  float posY, float posZ, float normalX, float normalY, float normalZ, int materialType, int lighting, int pieceHit
  • hitElement: the element that was hit
  • posX: the position it will hit
  • posY: the position it will hit
  • posZ: the position it will hit
  • normalX: the normal it hit ( see processLineOfSight )
  • normalY: the normal it hit ( see processLineOfSight )
  • normalZ: the normal it hit ( see processLineOfSight )
  • materialType: the material type it hit ( see processLineOfSight )
  • lighting: the lighting of the entity it hit ( see processLineOfSight )
  • pieceHit: the piece of the entity it hit ( see processLineOfSight )

Source

The source of this event is the weapon that was fired.

Cancel Effect

If this event was canceled, then the weapon will not fire.

Example

This example prevents player damage from custom weapons.

function noDamageToPlayersFromCustomWeapons(target)
    if target == localPlayer then
        cancelEvent() -- If the weapon hit the player, cancel the shot
    end
end
addEventHandler("onClientWeaponFire", root, noDamageToPlayersFromCustomWeapons)

See Also

Client event functions