FxAddBlood: Difference between revisions
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__NOTOC__ | __NOTOC__ | ||
{{Client function}} | {{Client function}} | ||
[[Image:Fxblood.png|thumb|200px|Blood splatter]] | |||
Creates a blood splatter particle effect. | Creates a blood splatter particle effect. | ||
==Syntax== | ==Syntax== | ||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
bool fxAddBlood ( float posX, float posY, float posZ, float dirX, float dirY, float dirZ, | bool fxAddBlood ( float posX, float posY, float posZ, float dirX, float dirY, float dirZ [, int count = 1, float brightness = 1.0 ] ) | ||
</syntaxhighlight> | </syntaxhighlight> | ||
{{OOP||[[Effect]].addBlood}} | |||
===Required Arguments=== | ===Required Arguments=== | ||
Line 20: | Line 21: | ||
==Example== | ==Example== | ||
<section name="Client" class="client" show="true"> | <section name="Client" class="client" show="true"> | ||
This example creates blood effects when a player gets shot. | |||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
function BloodonDamage( attacker, weapon, bodypart, loss ) | |||
if loss > 25 then -- if the player loses more than 25 hp, then... | |||
local x, y, z = getElementPosition( source ) -- get player's position for adding blood | |||
function BloodonDamage(attacker, weapon, bodypart , loss ) | local randombloodamount = math.random( 1, 3 ) -- random blood amount 1-3 | ||
if loss > | |||
local x, y, z = getElementPosition(source) -- | |||
local randombloodamount = math.random( 1, 3 ) -- | |||
fxAddBlood ( x, y, z-2, 0.00000, 0.00000, 0.00000, randombloodamount, 1 ) | fxAddBlood ( x, y, z-2, 0.00000, 0.00000, 0.00000, randombloodamount, 1 ) | ||
-- | -- this adds blood to player's current position | ||
end | end | ||
end | end | ||
addEventHandler( "onClientPlayerDamage", root, BloodonDamage ) -- calls the function when a player loses hp | |||
addEventHandler(" | |||
</syntaxhighlight> | </syntaxhighlight> | ||
</section> | </section> | ||
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==See Also== | ==See Also== | ||
{{Client Effects functions}} | {{Client Effects functions}} | ||
[[ru:FxAddBlood]] |
Latest revision as of 10:01, 21 June 2019
Creates a blood splatter particle effect.
Syntax
bool fxAddBlood ( float posX, float posY, float posZ, float dirX, float dirY, float dirZ [, int count = 1, float brightness = 1.0 ] )
OOP Syntax Help! I don't understand this!
- Method: Effect.addBlood(...)
Required Arguments
- posX, posY, posZ: the world coordinates where the effect originates.
- dirX, dirY, dirZ: a direction vector indicating where the blood flies to.
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.
- count: the number of flying droplets to create.
- brightness: the brightness. Ranges from 0 (almost black) to 1 (normal color).
Example
Click to collapse [-]
ClientThis example creates blood effects when a player gets shot.
function BloodonDamage( attacker, weapon, bodypart, loss ) if loss > 25 then -- if the player loses more than 25 hp, then... local x, y, z = getElementPosition( source ) -- get player's position for adding blood local randombloodamount = math.random( 1, 3 ) -- random blood amount 1-3 fxAddBlood ( x, y, z-2, 0.00000, 0.00000, 0.00000, randombloodamount, 1 ) -- this adds blood to player's current position end end addEventHandler( "onClientPlayerDamage", root, BloodonDamage ) -- calls the function when a player loses hp