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