CreateProjectile
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This creates a projectile of the specified type on the specified coords.
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.
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)