CreateExplosion: Difference between revisions
		
		
		
		
		
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| No edit summary |  (Some fixes) | ||
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| ==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