CreateProjectile: Difference between revisions
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__NOTOC__ | __NOTOC__ | ||
This creates a projectile of the specified type on the specified coords. | This creates a projectile of the specified type on the specified coords. | ||
==Usage== | |||
Client-side only. | |||
==Syntax== | ==Syntax== | ||
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==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 [[getLocalPlayer]](). | ||
*'''weapon:''' [[int]] representing the | *'''weapon:''' [[int]] representing the projectile weapon ID. Valid IDs are: | ||
{{Projectiles}} | |||
==Optional Arguments== | ==Optional Arguments== |
Revision as of 09:35, 7 July 2007
This creates a projectile of the specified type on the specified coords.
Usage
Client-side only.
Syntax
bool createProjectile ( element creator, int weapon, [ float x = x, float y = y, float z = z, float force = 1.0, element target = nil ] )
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().
- weapon: int representing the projectile weapon ID. 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.
- x,y,z: float starting coordinates for the projectile. They are coordinates of creator by default.
- force: float representing the starting force of the projectile.
- target: element target used for heat seeking rockets.
Returns
Returns true if projectile creation was succesfull. 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 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... 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",getRootElement(),onClientPlayerWeaponFireFunc)