FxAddGunshot: Difference between revisions
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==Syntax== | ==Syntax== | ||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
bool fxAddGunshot ( float posX, float posY, float posZ, float dirX, float dirY, float dirZ, | bool fxAddGunshot ( float posX, float posY, float posZ, float dirX, float dirY, float dirZ [, bool includeSparks = true ] ) | ||
</syntaxhighlight> | </syntaxhighlight> | ||
{{OOP||[[Effect]].addGunshot}} | {{OOP||[[Effect]].addGunshot}} |
Latest revision as of 10:00, 21 June 2019
This function creates a gunshot particle effect.
Syntax
bool fxAddGunshot ( float posX, float posY, float posZ, float dirX, float dirY, float dirZ [, bool includeSparks = true ] )
OOP Syntax Help! I don't understand this!
- Method: Effect.addGunshot(...)
Required Arguments
- posX, posY, posZ: the world coordinates where the effect originates.
- dirX, dirY, dirZ: a direction vector indicating where the bullet is fired.
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.
- includeSparks: A bool representing whether the particle effect will generate sparks.
Returns
Returns a true if the operation was successful, false otherwise.
Example
Click to collapse [-]
ClientThis example adds a gunshot with sparks in front of your face.
addCommandHandler("sshot", function() local x, y, z = getElementPosition(localPlayer) fxAddGunshot(x, y+0.5, z+0.5, 0, 0, 0, true) end)
See Also
- createEffect
- fxAddBlood
- fxAddBulletImpact
- fxAddBulletSplash
- fxAddDebris
- fxAddFootSplash
- fxAddGlass
- fxAddGunshot
- fxAddPunchImpact
- fxAddSparks
- fxAddTankFire
- fxAddTyreBurst
- fxAddWaterHydrant
- fxAddWaterSplash
- fxAddWood
- getEffectDensity
- getEffectSpeed
- setEffectDensity
- setEffectSpeed