FxAddBulletImpact: Difference between revisions
		
		
		
		
		
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*'''sparkCount:''' the number of sparks to create.  | *'''sparkCount:''' the number of sparks to create.  | ||
*'''smokeIntensity:''' the amount/transparency of smoke, ranges from 0 to 1.  | *'''smokeIntensity:''' the amount/transparency of smoke, ranges from 0 to 1.  | ||
===Example==  | |||
<section name="Client" class="client" show="true">  | |||
This example will create a Bullet Impact Effect on the position of the bullet impact.  | |||
<syntaxhighlight lang="lua">  | |||
addEventHandler("onClientPlayerWeaponFire", root, function(weapon, ammo, ammoInClip, hitX, hitY, hitZ, hitElement)  | |||
    if weapon == 0 then return end -- If the player is unarmed, return end.  | |||
    fxAddBulletImpact(hitX, hitY, hitZ, 0, 0, 0, math.random(1, 2), math.random(2, 5), 1.0)  | |||
end)  | |||
</syntaxhighlight>  | |||
</section>  | |||
==See Also==  | ==See Also==  | ||
{{Client Effects functions}}  | {{Client Effects functions}}  | ||
Revision as of 11:40, 25 May 2012
Creates a bullet impact particle effect, consisting of a small smoke cloud and a number of sparks.
Syntax
bool fxAddBulletImpact ( float posX, float posY, float posZ, float dirX, float dirY, float dirZ, [int smokeSize=1, int sparkCount=1, float smokeIntensity=1.0] )
Required Arguments
- posX, posY, posZ: the world coordinates where the effect originates.
 - dirX, dirY, dirZ: a vector indicating the direction of the effect.
 
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.
- smokeSize: the size of the smoke cloud.
 - sparkCount: the number of sparks to create.
 - smokeIntensity: the amount/transparency of smoke, ranges from 0 to 1.
 
=Example
Click to collapse [-]
ClientThis example will create a Bullet Impact Effect on the position of the bullet impact.
addEventHandler("onClientPlayerWeaponFire", root, function(weapon, ammo, ammoInClip, hitX, hitY, hitZ, hitElement)
    if weapon == 0 then return end -- If the player is unarmed, return end.
    fxAddBulletImpact(hitX, hitY, hitZ, 0, 0, 0, math.random(1, 2), math.random(2, 5), 1.0)
end)
See Also
- createEffect
 - fxAddBlood
 - fxAddBulletImpact
 - fxAddBulletSplash
 - fxAddDebris
 - fxAddFootSplash
 - fxAddGlass
 - fxAddGunshot
 - fxAddPunchImpact
 - fxAddSparks
 - fxAddTankFire
 - fxAddTyreBurst
 - fxAddWaterHydrant
 - fxAddWaterSplash
 - fxAddWood
 - getEffectDensity
 - getEffectSpeed
 - setEffectDensity
 - setEffectSpeed