FxAddWaterSplash: Difference between revisions

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bool fxAddWaterSplash ( float posX, float posY, float posZ )
bool fxAddWaterSplash ( float posX, float posY, float posZ )
</syntaxhighlight>
</syntaxhighlight>
{{OOP||[[Effect]].addWaterSplash}}


===Required Arguments===  
===Required Arguments===  
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==Example==
==Example==
This page lacks an example
<section name="Client" class="client" show="true">
This example will create a Water Splash at the position of the bullet impact whenever you shoot.
 
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
--add an example here
addEventHandler("onClientPlayerWeaponFire", root, function(weapon, ammo, ammoInClip, hitX, hitY, hitZ, hitElement)
    if weapon == 0 then return end -- If the player is unarmed, return end.
    fxAddWaterSplash(hitX, hitY, hitZ)
end)
</syntaxhighlight>
</syntaxhighlight>
</section>


==See Also==
==See Also==
{{Client Effects functions}}
{{Client Effects functions}}
[[Category:Needs_Example]]

Latest revision as of 20:59, 2 January 2015

Water splash

This function creates a water splash particle effect.

Syntax

bool fxAddWaterSplash ( float posX, float posY, float posZ )

OOP Syntax Help! I don't understand this!

Method: Effect.addWaterSplash(...)


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 [-]
Client

This example will create a Water 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.
    fxAddWaterSplash(hitX, hitY, hitZ)
end)

See Also