FxAddFootSplash: Difference between revisions
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(New page: __NOTOC__ {{Client function}} This function creates a foot splash particle effect, normally created when walking into water. ==Syntax== <syntaxhighlight lang="lua"> bool fxAddFootSplash ( float posX, ...) |
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__NOTOC__ | __NOTOC__ | ||
{{Client function}} | {{Client function}} | ||
[[Image:Fxfootsplash.png|thumb|200px|Foot splash]] | |||
This function creates a foot splash particle effect, normally created when walking into water. | This function creates a foot splash particle effect, normally created when walking into water. | ||
Line 7: | Line 8: | ||
bool fxAddFootSplash ( float posX, float posY, float posZ ) | bool fxAddFootSplash ( float posX, float posY, float posZ ) | ||
</syntaxhighlight> | </syntaxhighlight> | ||
{{OOP||[[Effect]].addFootSplash}} | |||
===Required Arguments=== | ===Required Arguments=== | ||
Line 17: | Line 19: | ||
==Example== | ==Example== | ||
This | <section name="Client" class="client" show="true"> | ||
This example will create a Foot Splash at the position of the bullet impact whenever you shoot. | |||
<syntaxhighlight lang="lua"> | <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. | |||
fxAddFootSplash(hitX, hitY, hitZ) | |||
end) | |||
</syntaxhighlight> | </syntaxhighlight> | ||
</section> | |||
==See Also== | ==See Also== | ||
{{Client Effects functions}} | {{Client Effects functions}} | ||
Latest revision as of 20:57, 2 January 2015
This function creates a foot splash particle effect, normally created when walking into water.
Syntax
bool fxAddFootSplash ( float posX, float posY, float posZ )
OOP Syntax Help! I don't understand this!
- Method: Effect.addFootSplash(...)
Required Arguments
- posX: A float representing the x position of the splash
- posY: A float representing the y position of the splash
- posZ: A float representing the z position of the splash
Returns
Returns a true if the operation was successful, false otherwise.
Example
Click to collapse [-]
ClientThis example will create a Foot Splash at the position of the bullet impact whenever you shoot.
addEventHandler("onClientPlayerWeaponFire", root, function(weapon, ammo, ammoInClip, hitX, hitY, hitZ, hitElement) if weapon == 0 then return end -- If the player is unarmed, return end. fxAddFootSplash(hitX, hitY, hitZ) end)
See Also
- createEffect
- fxAddBlood
- fxAddBulletImpact
- fxAddBulletSplash
- fxAddDebris
- fxAddFootSplash
- fxAddGlass
- fxAddGunshot
- fxAddPunchImpact
- fxAddSparks
- fxAddTankFire
- fxAddTyreBurst
- fxAddWaterHydrant
- fxAddWaterSplash
- fxAddWood
- getEffectDensity
- getEffectSpeed
- setEffectDensity
- setEffectSpeed