CreateExplosion: Difference between revisions
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(Updated information about how function works after r3049 (Explosions show in all dimensions)) |
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<section name="Server" class="server" show="true"> | <section name="Server" class="server" show="true"> | ||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
bool createExplosion ( float x, float y, float z, int | bool createExplosion ( float x, float y, float z, int theType [, player creator = nil ] ) | ||
</syntaxhighlight> | </syntaxhighlight> | ||
===Required Arguments=== | ===Required Arguments=== | ||
*'''x:''' | *'''x:''' a float value that specifies the X world coordinate where the explosion is created at. | ||
*'''y:''' | *'''y:''' a float value that specifies the Y world coordinate where the explosion is created at. | ||
*'''z:''' | *'''z:''' a float value that specifies the Z world coordinate where the explosion is created at. | ||
*''' | *'''theType:''' an integer specifying the explosion type, see: [[Explosion types]] | ||
===Optional Arguments=== | ===Optional Arguments=== | ||
*'''creator:''' | *'''creator:''' the explosion's simulated creator, the [[player]] responsible for it. | ||
</section> | </section> | ||
<section name="Client" class="client" show="true"> | <section name="Client" class="client" show="true"> | ||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
bool createExplosion ( float x, float y, float z, int | bool createExplosion ( float x, float y, float z, int theType [, bool makeSound = true, float camShake = -1.0, bool damaging = true ] ) | ||
</syntaxhighlight> | </syntaxhighlight> | ||
===Required Arguments=== | ===Required Arguments=== | ||
*'''x:''' | *'''x:''' a float value that specifies the X world coordinate where the explosion is created at. | ||
*'''y:''' | *'''y:''' a float value that specifies the Y world coordinate where the explosion is created at. | ||
*'''z:''' | *'''z:''' a float value that specifies the Z world coordinate where the explosion is created at. | ||
*''' | *'''theType:''' a integer specifying the explosion type, see: [[Explosion types]] | ||
===Optional Arguments=== | ===Optional Arguments=== | ||
*'''makeSound:''' | *'''makeSound:''' a boolean specifying whether the explosion should be heard or not. | ||
*'''camShake:''' | *'''camShake:''' a float specifying the camera shake's intensity. | ||
*'''damaging:''' | *'''damaging:''' a boolean specifying whether the explosion should cause damage or not. | ||
</section> | </section> | ||
===Returns=== | ===Returns=== | ||
*''true'' if the explosion was created. | |||
* ''false'' if invalid parameters were passed. | |||
==Example== | ==Example== | ||
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end | end | ||
-- add this function as a handler for any player that spawns | -- add this function as a handler for any player that spawns | ||
addEventHandler ( "onPlayerSpawn", | addEventHandler ( "onPlayerSpawn", root, explosionOnSpawn ) | ||
</syntaxhighlight> | </syntaxhighlight> | ||
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end | end | ||
end | end | ||
addEventHandler ( "onColShapeHit", | addEventHandler ( "onColShapeHit", root, claymoreHit ) | ||
</syntaxhighlight> | </syntaxhighlight> | ||
'''Example 3:''' This will cause an explosion that will not harm the player. | '''Example 3:''' This will cause an explosion that will not harm the player. | ||
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if isElement(el) then | if isElement(el) then | ||
local x,y,z = getElementPosition(el) | local x,y,z = getElementPosition(el) | ||
triggerClientEvent ( "fakeBomb", | triggerClientEvent ( "fakeBomb", root, x, y, z, 0 ) | ||
end | end | ||
end | end | ||
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end | end | ||
addEventHandler("onPlayerQuit", | addEventHandler("onPlayerQuit",root,onPlayerQuitEvent) | ||
addEventHandler("onPlayerWasted", | addEventHandler("onPlayerWasted",root,onPlayerDiedEvent) | ||
addEventHandler("onPlayerSpawn", | addEventHandler("onPlayerSpawn",root,onPlayerSpawnEvent) | ||
</syntaxhighlight> | </syntaxhighlight> | ||
</section> | </section> | ||
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end | end | ||
-- add this function as a handler for any player that spawns | -- add this function as a handler for any player that spawns | ||
addEventHandler ( "onClientPlayerSpawn", | addEventHandler ( "onClientPlayerSpawn", localPlayer, explosionOnSpawn ) | ||
</syntaxhighlight> | </syntaxhighlight> | ||
'''Example 2:''' This will cause an explosion that will not harm the player. | '''Example 2:''' This will cause an explosion that will not harm the player. | ||
<syntaxhighlight lang="lua">function fakeBomb(x,y,z,d) | <syntaxhighlight lang="lua">function fakeBomb(x,y,z,d) | ||
if d then --Check the players Dimension | if d then --Check the players Dimension | ||
if getElementDimension( | if getElementDimension(localPlayer) == d then | ||
--If the players Dimension is the current dimension | --If the players Dimension is the current dimension | ||
--Then people on other dimensions cant see this explosion | --Then people on other dimensions cant see this explosion | ||
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end | end | ||
addEvent("fakeBomb",true) | addEvent("fakeBomb",true) | ||
addEventHandler("fakeBomb", | addEventHandler("fakeBomb",root,fakeBomb) | ||
</syntaxhighlight> | </syntaxhighlight> | ||
</section> | </section> | ||
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==See Also== | ==See Also== | ||
{{Explosion functions}} | {{Explosion functions}} | ||
[[ru:createExplosion]] |
Latest revision as of 11:44, 11 January 2024
Creates an explosion of a certain type at a specified point in the world. If creator is specified, the explosion will occur only in its dimension.
Syntax
Click to collapse [-]
Serverbool createExplosion ( float x, float y, float z, int theType [, player creator = nil ] )
Required Arguments
- x: a float value that specifies the X world coordinate where the explosion is created at.
- y: a float value that specifies the Y world coordinate where the explosion is created at.
- z: a float value that specifies the Z world coordinate where the explosion is created at.
- theType: an integer specifying the explosion type, see: Explosion types
Optional Arguments
- creator: the explosion's simulated creator, the player responsible for it.
Click to collapse [-]
Clientbool createExplosion ( float x, float y, float z, int theType [, bool makeSound = true, float camShake = -1.0, bool damaging = true ] )
Required Arguments
- x: a float value that specifies the X world coordinate where the explosion is created at.
- y: a float value that specifies the Y world coordinate where the explosion is created at.
- z: a float value that specifies the Z world coordinate where the explosion is created at.
- theType: a integer specifying the explosion type, see: Explosion types
Optional Arguments
- makeSound: a boolean specifying whether the explosion should be heard or not.
- camShake: a float specifying the camera shake's intensity.
- damaging: a boolean specifying whether the explosion should cause damage or not.
Returns
- true if the explosion was created.
- false if invalid parameters were passed.
Example
Click to collapse [-]
ServerExample 1: This code will create an explosion at the player's position when they spawn.
function explosionOnSpawn ( ) -- get the spawned player's position local pX, pY, pZ = getElementPosition ( source ) -- and create an explosion there, making him the creator createExplosion ( pX, pY, pZ, 6, source ) end -- add this function as a handler for any player that spawns addEventHandler ( "onPlayerSpawn", root, explosionOnSpawn )
Example 2: This example allows creation of claymore mines, which trigger and explode.
function createClaymore ( creator ) local x, y, z = getElementPosition ( creator ) local claymoreObject = createObject ( 1945, x, y, z - 1, 0, 0, 90 ) --create an object which looks like a claymore local claymoreCol = createColSphere ( x, y, z, 1 ) --create a collision sphere with radius 1 setElementData ( claymoreCol , "type", "claymore" ) --store the type of colshape so it can be retrieved setElementData ( claymoreCol, "object", claymoreObject ) --store the object of the claymore setElementData ( claymoreCol, "creatorPlayer", creator ) --store the person who created it end function claymoreHit ( player ) if getElementData ( source, "type" ) == "claymore" then --ensure its a claymore --retrieve the object associated to the claymore, and who created it local claymoreObject = getElementData ( source, "object" ) local claymoreCreator = getElementData ( source, "creatorPlayer" ) --get the position of the claymore local x, y, z = getElementPosition ( source ) createExplosion ( x, y, z, 12, claymoreCreator ) --create an explosion, associated to the creator, of a small size at the col's position --destroy the claymore object, and the col shape so it doesnt trigger again. destroyElement ( claymoreObject ) destroyElement ( source ) end end addEventHandler ( "onColShapeHit", root, claymoreHit )
Example 3: This will cause an explosion that will not harm the player.
function fakeBombAt(el) if isElement(el) then local x,y,z = getElementPosition(el) triggerClientEvent ( "fakeBomb", root, x, y, z, 0 ) end end function onPlayerSpawnEvent(spawnpoint, team) fakeBombAt(source) end function onPlayerQuitEvent(reason) fakeBombAt(source) end function onPlayerDiedEvent(totalAmmo, killer, killerWeapon, bodypart) setTimer(fadeCamera, 2000, 1, source, false) fakeBombAt(source) setTimer(spawnPlayer, 4000, 1, source, 0, 0, 0) setTimer(fadeCamera, 4500, 1, source, true) end addEventHandler("onPlayerQuit",root,onPlayerQuitEvent) addEventHandler("onPlayerWasted",root,onPlayerDiedEvent) addEventHandler("onPlayerSpawn",root,onPlayerSpawnEvent)
Click to collapse [-]
ClientExample 1: This code will create an explosion for the local player when they spawn.
function explosionOnSpawn ( ) -- get the spawned player's position local pX, pY, pZ = getElementPosition ( source ) -- and create an explosion there createExplosion ( pX, pY, pZ, 6 ) end -- add this function as a handler for any player that spawns addEventHandler ( "onClientPlayerSpawn", localPlayer, explosionOnSpawn )
Example 2: This will cause an explosion that will not harm the player.
function fakeBomb(x,y,z,d) if d then --Check the players Dimension if getElementDimension(localPlayer) == d then --If the players Dimension is the current dimension --Then people on other dimensions cant see this explosion createExplosion(x, y, z, 0, true, -1.0, false) end else createExplosion(x,y,z,0,true,-1.0,false) end end addEvent("fakeBomb",true) addEventHandler("fakeBomb",root,fakeBomb)