CreateExplosion: Difference between revisions
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(Updated syntax, added sections, fixed clientside example) |
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==Syntax== | ==Syntax== | ||
<section name="Server" class="server"> | |||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
bool createExplosion ( float x, float y, float z, int type [, player creator = nil, bool makeSound = true, float camShake = -1.0, bool damaging = true ] ) | bool createExplosion ( float x, float y, float z, int type [, player creator = nil, bool makeSound = true, float camShake = -1.0, bool damaging = true ] ) | ||
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*'''camShake:''' A float specifying the camera shake's intensity. | *'''camShake:''' A float specifying the camera shake's intensity. | ||
*'''damaging:''' A boolean specifying whether the explosion should cause damage or not. | *'''damaging:''' A boolean specifying whether the explosion should cause damage or not. | ||
</section> | |||
<section name="Client" class="client"> | |||
<syntaxhighlight lang="lua"> | |||
bool createExplosion ( float x, float y, float z, int type [, bool makeSound = true, float camShake = -1.0, bool damaging = true ] ) | |||
</syntaxhighlight> | |||
===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: | |||
{{Explosions}} | |||
===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. | |||
</section> | |||
===Returns=== | ===Returns=== | ||
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-- get the spawned player's position | -- get the spawned player's position | ||
local pX, pY, pZ = getElementPosition ( source ) | local pX, pY, pZ = getElementPosition ( source ) | ||
-- and create an explosion there | -- and create an explosion there | ||
createExplosion ( pX, pY, pZ, 6 | createExplosion ( pX, pY, pZ, 6 ) | ||
end | end | ||
-- add this function as a handler for any player that spawns | -- add this function as a handler for any player that spawns |
Revision as of 22:23, 22 September 2007
Creates an explosion of a certain type at a specified point in the world.
Syntax
Click to expand [+]
ServerClick to expand [+]
ClientReturns
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