CreateProjectile: Difference between revisions
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*'''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]](). | ||
*'''weaponType:''' [[int]] representing the projectile weaponType (characteristics). Valid IDs are: | *'''weaponType:''' [[int]] representing the projectile weaponType (characteristics). Valid IDs are: | ||
{{ | {{Projectiles}} | ||
==Optional Arguments== | ==Optional Arguments== |
Revision as of 10:09, 3 August 2011
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 getLocalPlayer().
- 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 of the projectile.
- 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 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 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", getLocalPlayer(), onClientPlayerWeaponFireFunc)
See also
- createProjectile
- getProjectileCounter
- getProjectileCreator
- getProjectileForce
- getProjectileTarget
- getProjectileType
- setProjectileCounter
- Shared
- detonateSatchels