BlowVehicle: Difference between revisions

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bool blowVehicle ( vehicle vehicleToBlow, [ bool explode=true ] )
bool blowVehicle ( vehicle vehicleToBlow, [ bool explode=true ] )
</syntaxhighlight>  
</syntaxhighlight>  
 
{{OOP||[[vehicle]]:blow|blown|isVehicleBlown}}
===Required Arguments===  
===Required Arguments===  
*'''vehicleToBlow:''' The vehicle that you wish to blow up.
*'''vehicleToBlow:''' the vehicle that you wish to blow up.
===Optional Arguments===  
===Optional Arguments===  
{{OptionalArg}}  
{{OptionalArg}}  
*'''explode:''' If this argument is ''true'' then the vehicle will explode, otherwise it will just be blown up silently.
*'''explode:''' if this argument is ''true'' then the vehicle will explode, otherwise it will just be blown up silently.
</section>
</section>
<section name="Client" class="client" show="true">
<section name="Client" class="client" show="true">
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bool blowVehicle ( vehicle vehicleToBlow )
bool blowVehicle ( vehicle vehicleToBlow )
</syntaxhighlight>  
</syntaxhighlight>  
 
{{OOP||[[vehicle]]:blow}}
===Required Arguments===  
===Required Arguments===  
*'''vehicleToBlow:''' The vehicle that you wish to blow up.
*'''vehicleToBlow:''' the vehicle that you wish to blow up.
</section>
</section>
===Returns===
===Returns===
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It is worth noting that the same could be achieved with the following:
It is worth noting that the same could be achieved with the following:
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
root = getRootElement ()
blowVehicle ( root ) -- root (getRootElement) is a built in MTA variable and therefore we do not have to define it.
blowVehicle ( root )
</syntaxhighlight>
</syntaxhighlight>
</section>
</section>
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end
end
addEventHandler ( "onVehicleEnter", riggedVehicle, blowVehicleEnter ) --trigger the function when a certain vehicle is entered
addEventHandler ( "onVehicleEnter", riggedVehicle, blowVehicleEnter ) --trigger the function when a certain vehicle is entered
</syntaxhighlight>
</section>
==Client Class Example==
'''Heads up!''' Client classes only work on '''MTA 1.4''', therefore we highly recommend you to visit [[Client_Scripting_Classes|Client Scripting Classes]] first.
<section name="Example 1: Client" class="client" show="true">
This script will create an Infernus at the center (0, 0, 3) of San Andreas upon execution.
<syntaxhighlight lang="lua">
addEventHandler( "onClientResourceStart", resourceRoot,
    function()
        infernus = Vehicle.create( 411, Vector3( 0, 0, 3 ) ); -- Create an Infernus and spawn it at the middle of SA.
        infernus:setColor( 0, 0, 0 ); -- Set its color to black.
    end)
addCommandHandler( "blowinfernus",
    function()
        if not infernus.blown then -- Check if the Infernus is blown up or not.
            infernus:blow();
        else -- Ouch, it's blown up, let's output an error to the client.
            outputChatBox( "The Infernus has already been blown up by you.", 255, 0, 0, false );
        end
    end)
</syntaxhighlight>
</syntaxhighlight>
</section>
</section>

Latest revision as of 22:33, 18 December 2014

This function will blow up a vehicle. This will cause an explosion and will kill the driver and any passengers inside it.

Syntax

Click to collapse [-]
Server
bool blowVehicle ( vehicle vehicleToBlow, [ bool explode=true ] )

OOP Syntax Help! I don't understand this!

Method: vehicle:blow(...)
Variable: .blown
Counterpart: isVehicleBlown


Required Arguments

  • vehicleToBlow: the vehicle that you wish to blow up.

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.

  • explode: if this argument is true then the vehicle will explode, otherwise it will just be blown up silently.
Click to collapse [-]
Client
bool blowVehicle ( vehicle vehicleToBlow )

OOP Syntax Help! I don't understand this!

Method: vehicle:blow(...)


Required Arguments

  • vehicleToBlow: the vehicle that you wish to blow up.

Returns

Returns true if the vehicle was blown up, false if invalid arguments were passed to the function.

Example

Click to collapse [-]
Example 1: Server and client

This example will blow up every vehicle in the game.

vehicles = getElementsByType ( "vehicle" )
for vehicleKey, vehicleValue in ipairs(vehicles) do
	blowVehicle ( vehicleValue )
end

It is worth noting that the same could be achieved with the following:

blowVehicle ( root ) -- root (getRootElement) is a built in MTA variable and therefore we do not have to define it.
Click to collapse [-]
Example 2: Server

This example will blow a player's vehicle when he enters the car, like a carbomb.

riggedVehicle = createVehicle(445, 0, 0, 5)
function blowVehicleEnter ( thePlayer, seat, jacked )
	--ENGINE START BOMB. 
	if seat == 0 then --check if the seat the player got into was id 0 - i.e. driver seat
		blowVehicle ( source ) --if it was, toast him
	end
end
addEventHandler ( "onVehicleEnter", riggedVehicle, blowVehicleEnter ) --trigger the function when a certain vehicle is entered

Client Class Example

Heads up! Client classes only work on MTA 1.4, therefore we highly recommend you to visit Client Scripting Classes first.

Click to collapse [-]
Example 1: Client

This script will create an Infernus at the center (0, 0, 3) of San Andreas upon execution.

addEventHandler( "onClientResourceStart", resourceRoot,
    function()
        infernus = Vehicle.create( 411, Vector3( 0, 0, 3 ) ); -- Create an Infernus and spawn it at the middle of SA.
        infernus:setColor( 0, 0, 0 ); -- Set its color to black.
    end)
	
addCommandHandler( "blowinfernus",
    function()
        if not infernus.blown then -- Check if the Infernus is blown up or not.
            infernus:blow();
        else -- Ouch, it's blown up, let's output an error to the client.
            outputChatBox( "The Infernus has already been blown up by you.", 255, 0, 0, false );
        end
    end)

See Also