CreateProjectile: Difference between revisions

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__NOTOC__
__NOTOC__
This creates a projectile of the specified type on the specified coords.
{{Client function}}
This function creates a projectile of the specified type on the specified coordinates.


==Usage==
{{Note|
Client-side only.
*'''Model''' argument is not synchronized between clients. Clients differs from local player see always standard projectile model.
*'''Target''' argument valid elements are: [[player]], [[ped]], [[vehicle]] and [[object]].
}}


==Syntax==
==Syntax==
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
bool createProjectile ( element creator, int weapon, [ 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 ] )
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 ] )
</syntaxhighlight>
</syntaxhighlight>
{{OOP||[[Projectile]]}}


==Required Arguments==
===Required Arguments===
*'''creator:''' The [[element]] representing creator of the projectile. In case you want the projectile to be synced for everybody creator must be [[getLocalPlayer]]().
*'''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.
*'''weapon:''' [[int]] representing the projectile weapon ID. Valid IDs are:
*'''weaponType:''' [[int]] representing the projectile weaponType (characteristics). Valid IDs are:
{{Projectiles}}
{{Projectiles}}


==Optional Arguments==
===Optional Arguments===
{{OptionalArg}}
{{OptionalArg}}
*'''posX''','''posY''','''posZ''': [[float]] starting coordinates for the projectile. They are coordinates of creator by default.
*'''posX''', '''posY''', '''posZ''': [[float]] starting coordinates for the projectile. They are coordinates of creator by default.
*'''force''': [[float]] representing the starting force of the projectile.
*'''force''': [[float]] representing the starting force for throwable projectiles.
*'''target''': [[element]] target used for heat seeking rockets.
*'''target''': [[element]] target used for heat seeking rockets.
*'''rotX''','''rotY''','''rotZ''': [[float]] starting rotation for the projectile.
*'''rotX''', '''rotY''', '''rotZ''': [[float]] starting rotation for the projectile.
*'''velX''','''velY''','''velZ''': [[float]] starting velocity 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==
Returns ''true'' if projectile creation was succesfull. Returns ''false'' if unable to create a projectile (wrong weapon ID or projectiles limit was reached).
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==
==Example==
This example makes a rocket minigun (minigun shooting with rockets).
This example makes a rocket minigun (minigun shooting with rockets).
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
-- This function gets triggered everytime player shoots.
function onClientPlayerWeaponFire(weaponID, weaponAmmo, weaponAmmoInClip, hitX, hitY, hitZ, hitElement)
function onClientPlayerWeaponFireFunc(weapon,ammo,ammoInClip,hitX,hitY,hitZ,hitElement)
local minigunWeapon = (weaponID == 38) -- check if player is using minigun
if source == getLocalPlayer() and weapon == 38 then -- if source is a local player and he uses minigun...
 
if not createProjectile(getLocalPlayer(),19,getElementPosition(getLocalPlayer()),200) then -- then we either create a projectile...
if (not minigunWeapon) then
outputChatBox ( "Rocket minigun overheated! Give it a rest pal!", source ) -- or if projectile limit is reached we output player a chat message
return false -- he doesn't, so don't continue
end
end
 
local playerX, playerY, playerZ = getElementPosition(source) -- get position of player
local projectileType = 19 -- type of projectile
local projectileForce = 200 -- force used for projectile
local rocketProjectile = createProjectile(source, projectileType, playerX, playerY, playerZ, projectileForce) -- create rocket projectile
 
if (not rocketProjectile) then -- if projectile limit is reached
outputChatBox("Rocket minigun overheated! Give it a rest pal!", source) -- output a message
end
end
addEventHandler("onClientPlayerWeaponFire", localPlayer, onClientPlayerWeaponFire)
</syntaxhighlight>
 
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 playerVehicle = getPedOccupiedVehicle(localPlayer)
 
if (not playerVehicle) then -- only create projectile if we are inside a vehicle
return false
end
end
local projectileType = 19 -- rocket
local vehicleX, vehicleY, vehicleZ = getElementPosition(playerVehicle)
createProjectile(playerVehicle, projectileType, vehicleX, vehicleY, vehicleZ)
end
end
-- Don't forget to add the onClientPlayerWeaponFireFunc function as a handler for onClientPlayerWeaponFire.
bindKey("vehicle_fire", "down", shootProjectile)
addEventHandler("onClientPlayerWeaponFire",getRootElement(),onClientPlayerWeaponFireFunc)
</syntaxhighlight>
</syntaxhighlight>
==Issues==
{{Issues|
{{Issue|584|createProjectile creates one projectile for every person in the vehicle}}
{{Issue|616|Projectile rotation is set exactly opposite for creator}}
}}
==See also==
{{Client projectile functions}}
[[it:createProjectile]]

Latest revision as of 14:01, 26 July 2024

This function creates a projectile of the specified type on the specified coordinates.

[[{{{image}}}|link=|]] Note:
  • Model argument is not synchronized between clients. Clients differs from local player see always standard projectile model.
  • Target argument valid elements are: player, ped, vehicle and object.

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).

function onClientPlayerWeaponFire(weaponID, weaponAmmo, weaponAmmoInClip, hitX, hitY, hitZ, hitElement)
	local minigunWeapon = (weaponID == 38) -- check if player is using minigun

	if (not minigunWeapon) then
		return false -- he doesn't, so don't continue
	end

	local playerX, playerY, playerZ = getElementPosition(source) -- get position of player
	local projectileType = 19 -- type of projectile
	local projectileForce = 200 -- force used for projectile
	local rocketProjectile = createProjectile(source, projectileType, playerX, playerY, playerZ, projectileForce) -- create rocket projectile

	if (not rocketProjectile) then -- if projectile limit is reached
		outputChatBox("Rocket minigun overheated! Give it a rest pal!", source) -- output a message
	end
end
addEventHandler("onClientPlayerWeaponFire", localPlayer, onClientPlayerWeaponFire)

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 playerVehicle = getPedOccupiedVehicle(localPlayer)

	if (not playerVehicle) then -- only create projectile if we are inside a vehicle
		return false
	end

	local projectileType = 19 -- rocket
	local vehicleX, vehicleY, vehicleZ = getElementPosition(playerVehicle)

	createProjectile(playerVehicle, projectileType, vehicleX, vehicleY, vehicleZ)
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


See also