OnClientWeaponFire

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Revision as of 16:13, 11 November 2011 by Winky- (talk | contribs) (Added outdated template with link to onClientPlayerWeaponFire)
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Dialog-information.png This article is (partially) outdated and the information may no longer apply.

Reason: use onClientPlayerWeaponFire

This event is triggered when a player fires a weapon near the local client.

Syntax

void onClientWeaponFire ( int weapon, int ammo, int ammoInClip, float fX, float fY, float fZ, element hitElement )

Variables

  • The source of this event is the player which fired the gun.
  • weapon: An integer representing the weapon that was fired.
  • ammo: An integer representing the player's remaining ammo.
  • ammoInClip: An integer representing the player's remaining ammo in clip.
  • fX: A floating point value representing the x coordinate of the hit.
  • fY: A floating point value representing the y coordinate of the hit.
  • fZ: A floating point value representing the z coordinate of the hit.
  • hitElement: Returns the element hit. Value is nil if nothing was hit.

Example

This example calls server events, when an object was hit, or the player shot at something with a special gun.

--add an event handler for onClientWeaponFire
addEventHandler ( "onClientWeaponFire", getRootElement (), "gunfire" )
function gunfire ( weapon, ammo, ammoInClip, fX, fY, fZ, hitElement )
         --something was hit?
	if ( hitElement ~= nil ) then
	   triggerServerEvent( "object_hit" , getLocalPlayer () , hitElement )
        end
         -- filters if the player himself shot the gun, and if its weapon 33
	 if source == getLocalPlayer () and weapon == 33 then
	   triggerServerEvent( "teleport_me" , getLocalPlayer () , fX, fY, fZ  )
         end
end

See Also