CreateProjectile: Difference between revisions
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*'''weaponType:''' [[int]] representing the projectile weaponType (characteristics). Valid IDs are: | *'''weaponType:''' [[int]] representing the projectile weaponType (characteristics). Valid IDs are: | ||
{{Projectiles}} | {{Projectiles}} | ||
'''Note''': ID 58 doesn't work <ref>https://github.com/multitheftauto/mtasa-blue/issues/1927</ref> | |||
===Optional Arguments=== | ===Optional Arguments=== |
Revision as of 22:50, 14 November 2023
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 |
Note: ID 58 doesn't work [1]
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(localPlayer) if not createProjectile(localPlayer,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", localPlayer, 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 |
---|---|
#584 | createProjectile creates one projectile for every person in the vehicle |
#616 | Projectile rotation is set exactly opposite for creator |