CreateExplosion
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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 coordinate where the object is spawned at in the world
- y: A float value that specifies the Y coordinate where the object is spawned at in the world
- z: A float value that specifies the Z coordinate where the object is spawned at in the world
- 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
Returns
Returns true if the explosion was created, false if invalid parameters were passed.
Optional Arguments
- creator: The explosion's simulated creator, responsible for it.
Example
Example 1: This code will create an explosion at the player's position when they spawn.
function explosionOnSpawn ( spawnpoint ) createExplosion ( getElementPosition ( source ), 6, source ) end addEventHandler ( "onPlayerSpawn", getRootElement(), explosionOnSpawn )
Example 2: This example allows creation of claymores, which trigger and explode.
function createClaymore ( x,y,z, 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 col 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, matchingDimension ) 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