CreateExplosion: Difference between revisions
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<section name="Client" class="client"> | <section name="Client" class="client"> | ||
This code will create an explosion for the local player when they spawn. | |||
<syntaxhighlight lang="lua">function explosionOnSpawn ( ) | <syntaxhighlight lang="lua">function explosionOnSpawn ( ) | ||
-- get the spawned player's position | -- get the spawned player's position | ||
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</syntaxhighlight> | </syntaxhighlight> | ||
</section> | </section> | ||
==See Also== | ==See Also== | ||
{{Explosion functions}} | {{Explosion functions}} |
Revision as of 20:35, 22 September 2007
Creates an explosion of a certain type at a specified point in the world.
Syntax
bool createExplosion ( float x, float y, float z, int type [, player creator = nil, 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.
- type: A integer specifying the explosion type. Valid types are:
- 0: Grenade
- 1: Molotov
- 2: Rocket
- 3: Rocket Weak
- 4: Car
- 5: Car Quick
- 6: Boat
- 7: Heli
- 8: Mine
- 9: Object
- 10: Tank Grenade
- 11: Small
- 12: Tiny
Optional Arguments
- creator: The explosion's simulated creator, the player responsible for it.
- 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
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", getRootElement(), 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", getRootElement(), claymoreHit )
Click to expand [+]
ClientSee Also