CreateProjectile: Difference between revisions
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This function creates a projectile of the specified type on the specified coordinates. | This function creates a projectile of the specified type on the specified coordinates. | ||
{{Note|'''Model''' argument is not synchronized between clients. Clients differs from local player see always standard projectile model. | {{Note| | ||
*'''Model''' argument is not synchronized between clients. Clients differs from local player see always standard projectile model. | |||
'''Target''' argument can only be defined as a player or another projectile. | *'''Target''' argument can only be defined as a player or another projectile. | ||
}} | }} | ||
Revision as of 13:45, 1 April 2014
This function creates a projectile of the specified type on the specified coordinates.
Syntax
projectile createProjectile ( element creator, int weaponType [, float posX, float posY, float posZ, float force = 1.0, element target = nil, float rotX, float rotY, float rotZ, float velX, float velY, float velZ, int model ] )
Required Arguments
- creator: The element representing creator of the projectile. In case you want the projectile to be synced for everybody creator must be the local player or his vehicle.
- weaponType: int representing the projectile weaponType (characteristics). Valid IDs are:
ID | Name/Description |
---|---|
16 | Grenade |
17 | Tear Gas Grenade |
18 | Molotov |
19 | Rocket (simple) |
20 | Rocket (heat seeking) |
21 | Air Bomb |
39 | Satchel Charge |
58 | Hydra flare |
Optional Arguments
NOTE: When using optional arguments, you might need to supply all arguments before the one you wish to use. For more information on optional arguments, see optional arguments.
- posX, posY, posZ: float starting coordinates for the projectile. They are coordinates of creator by default.
- force: float representing the starting force for throwable projectiles.
- target: element target used for heat seeking rockets.
- rotX, rotY, rotZ: float starting rotation for the projectile.
- velX, velY, velZ: float starting velocity for the projectile.
- model: Integer representing the projectile's model, uses default model for weaponType if not specified.
Returns
Returns a projectile element if projectile creation was successful. Returns false if unable to create a projectile (wrong weapon ID or projectiles limit was reached).
Example
This example makes a rocket minigun (minigun shooting with rockets).
-- This function gets triggered everytime player shoots. function onClientPlayerWeaponFireFunc(weapon,ammo,ammoInClip,hitX,hitY,hitZ,hitElement) if weapon == 38 then -- if source is a local player and he uses minigun... x,y,z = getElementPosition(getLocalPlayer()) if not createProjectile(getLocalPlayer(),19,x,y,z,200) then -- then we either create a projectile... outputChatBox ( "Rocket minigun overheated! Give it a rest pal!", source ) -- or if projectile limit is reached we output player a chat message end end end -- Don't forget to add the onClientPlayerWeaponFireFunc function as a handler for onClientPlayerWeaponFire. addEventHandler("onClientPlayerWeaponFire", getLocalPlayer(), onClientPlayerWeaponFireFunc)
Issues
Issue ID | Description |
---|---|
#8132 | Projectile target only allows player element (and a projectile?) |
#5072 | createProjectile creates one projectile for every person in the vehicle |