CreateProjectile: Difference between revisions
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This example code shoots a projectile from your occupied vehicle that travels in the direction your vehicle is facing when you press vehicle_fire (left mouse button with default controls) | |||
<syntaxhighlight lang="lua"> | |||
function shootProjectile() | |||
local vehicle = getPedOccupiedVehicle(localPlayer) | |||
-- Only create projectile if we are inside a vehicle | |||
if(vehicle)then | |||
local x, y, z = getElementPosition(vehicle) | |||
createProjectile(vehicle, 19, x, y, z) | |||
end | |||
end | |||
bindKey("vehicle_fire", "down", shootProjectile) | |||
</syntaxhighlight> | |||
==Issues== | ==Issues== | ||
Revision as of 20:02, 23 February 2015
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 ] )
OOP Syntax Help! I don't understand this!
- Method: Projectile(...)
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)
This example code shoots a projectile from your occupied vehicle that travels in the direction your vehicle is facing when you press vehicle_fire (left mouse button with default controls)
function shootProjectile()
local vehicle = getPedOccupiedVehicle(localPlayer)
-- Only create projectile if we are inside a vehicle
if(vehicle)then
local x, y, z = getElementPosition(vehicle)
createProjectile(vehicle, 19, x, y, z)
end
end
bindKey("vehicle_fire", "down", shootProjectile)
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 |