CreateProjectile
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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 |
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 |