CreateExplosion: Difference between revisions
Jump to navigation
Jump to search
No edit summary |
(Some fixes) |
||
Line 3: | Line 3: | ||
==Syntax== | ==Syntax== | ||
<syntaxhighlight lang="lua">bool createExplosion ( float x, float y, float z, int type, [ player creator ] )</syntaxhighlight> | <syntaxhighlight lang="lua"> | ||
bool createExplosion ( float x, float y, float z, int type, [ player creator ] ) | |||
</syntaxhighlight> | |||
===Required Arguments=== | ===Required Arguments=== | ||
*'''x:''' A float value that specifies the X coordinate where the | *'''x:''' A float value that specifies the X world coordinate where the explosion is created at. | ||
*'''y:''' A float value that specifies the Y coordinate where the | *'''y:''' A float value that specifies the Y world coordinate where the explosion is created at. | ||
*'''z:''' A float value that specifies the Z coordinate where the | *'''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: | *'''type:''' A integer specifying the explosion type. Valid types are: | ||
{{Explosions}} | {{Explosions}} | ||
===Optional Arguments=== | |||
*'''creator:''' The explosion's simulated creator, the [[player]] responsible for it. | |||
===Returns=== | ===Returns=== | ||
Returns ''true'' if the explosion was created, ''false'' if invalid parameters were passed. | Returns ''true'' if the explosion was created, ''false'' if invalid parameters were passed. | ||
==Example== | ==Example== | ||
'''Example 1:''' This code will create an explosion at the player's position when they spawn. | '''Example 1:''' This code will create an explosion at the player's position when they spawn. | ||
<syntaxhighlight lang="lua">function explosionOnSpawn ( | <syntaxhighlight lang="lua">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 | end | ||
-- add this function as a handler for any player that spawns | |||
addEventHandler ( "onPlayerSpawn", getRootElement(), explosionOnSpawn ) | addEventHandler ( "onPlayerSpawn", getRootElement(), explosionOnSpawn ) | ||
</syntaxhighlight> | </syntaxhighlight> | ||
'''Example 2:''' This example allows creation of | '''Example 2:''' This example allows creation of claymore mines, which trigger and explode. | ||
<syntaxhighlight lang="lua">function createClaymore ( | <syntaxhighlight lang="lua">function createClaymore ( creator ) | ||
local x,y,z = getElementPosition ( 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 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 | 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 , "type", "claymore" ) --store the type of colshape so it can be retrieved | ||
setElementData ( claymoreCol, "object", claymoreObject ) --store the object of the claymore | setElementData ( claymoreCol, "object", claymoreObject ) --store the object of the claymore | ||
Line 36: | Line 42: | ||
end | end | ||
function claymoreHit ( player | function claymoreHit ( player ) | ||
if getElementData ( source, "type" ) == "claymore" then --ensure its a claymore | if getElementData ( source, "type" ) == "claymore" then --ensure its a claymore | ||
--retrieve the object associated to the claymore, and who created it | --retrieve the object associated to the claymore, and who created it | ||
Line 42: | Line 48: | ||
local claymoreCreator = getElementData ( source, "creatorPlayer" ) | local claymoreCreator = getElementData ( source, "creatorPlayer" ) | ||
--get the position of the claymore | --get the position of the claymore | ||
local x,y,z = getElementPosition ( source ) | 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 | 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. | --destroy the claymore object, and the col shape so it doesnt trigger again. | ||
destroyElement ( claymoreObject ) | destroyElement ( claymoreObject ) |
Revision as of 15:45, 29 July 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 ] )
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.
Returns
Returns true if the explosion was created, false if invalid parameters were passed.
Example
Example 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 )
See Also