GetPedWeaponMuzzlePosition: Difference between revisions
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m (Created page with '__NOTOC__ {{Client function}} Returns the world position of the muzzle of the weapon that a ped is currently carrying. The weapon muzzle is the end of the gun barrel where the b…') |
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__NOTOC__ | __NOTOC__ | ||
{{Client function}} | {{Client function}} | ||
Returns the world position of the muzzle of the weapon that a ped is currently carrying. The weapon muzzle is the end of the gun barrel where the bullets/rockets/... come out. | Returns the world position of the muzzle of the weapon that a ped is currently carrying. The weapon muzzle is the end of the gun barrel where the bullets/rockets/... come out. | ||
The position may not be accurate if the ped is off screen. | |||
==Syntax== | ==Syntax== | ||
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If successful, returns the x/y/z coordinates of the weapon muzzle. Returns ''false'' otherwise. | If successful, returns the x/y/z coordinates of the weapon muzzle. Returns ''false'' otherwise. | ||
==Example== | |||
<section name="Client" class="client" show="true"> | |||
This Example draws a red 3D-Line when a Player shoots,between the Players WeaponMuzzlePosition and the Point where the Bullet hits.[Tested] | |||
<syntaxhighlight lang="lua"> | |||
function OnPlayerFire(w,a,aC,hX,hY,hZ,hE)-- the function to which onClientPlayerFire is attached, contains the Paramteres for the the Bullet hit Position | |||
local sx,sy,sz = getPedWeaponMuzzlePosition(source)-- get the WeaponMuzzlePosition of the Player who shot | |||
Position = {sx,sy,sz,hX,hY,hZ} -- save it in a table so we can use it later in 'onClientRender'function | |||
removeEventHandler("onClientRender",root,onRender)-- remove onClientRender-Event from function onRender to not have multiple add for same function | |||
addEventHandler("onClientRender",root,onRender) -- add the onClientRender-Event to the function onRender | |||
end -- end of function onPlayerFire | |||
addEventHandler("onClientPlayerWeaponFire",root,OnPlayerFire) | |||
function onRender() -- function to which onClientRender-Event will be attached. | |||
if Position then -- check if there are Positions available | |||
local startX,startY,startZ,endX,endY,endZ = unpack(Position)-- unpack the Position table | |||
dxDrawLine3D( startX,startY,startZ,endX,endY,endZ,tocolor(200,0,0,255),3) -- draws the 3D line between start-Position and end-Position | |||
end -- end of if | |||
end -- end of onRender | |||
</syntaxhighlight> | |||
</section> | |||
==See Also== | ==See Also== | ||
{{Client ped functions}} | {{Client ped functions}} |
Latest revision as of 21:23, 7 May 2017
Returns the world position of the muzzle of the weapon that a ped is currently carrying. The weapon muzzle is the end of the gun barrel where the bullets/rockets/... come out.
The position may not be accurate if the ped is off screen.
Syntax
float, float, float getPedWeaponMuzzlePosition ( ped thePed )
Required Arguments
- thePed: the ped whose weapon muzzle position to retrieve.
Returns
If successful, returns the x/y/z coordinates of the weapon muzzle. Returns false otherwise.
Example
Click to collapse [-]
ClientThis Example draws a red 3D-Line when a Player shoots,between the Players WeaponMuzzlePosition and the Point where the Bullet hits.[Tested]
function OnPlayerFire(w,a,aC,hX,hY,hZ,hE)-- the function to which onClientPlayerFire is attached, contains the Paramteres for the the Bullet hit Position local sx,sy,sz = getPedWeaponMuzzlePosition(source)-- get the WeaponMuzzlePosition of the Player who shot Position = {sx,sy,sz,hX,hY,hZ} -- save it in a table so we can use it later in 'onClientRender'function removeEventHandler("onClientRender",root,onRender)-- remove onClientRender-Event from function onRender to not have multiple add for same function addEventHandler("onClientRender",root,onRender) -- add the onClientRender-Event to the function onRender end -- end of function onPlayerFire addEventHandler("onClientPlayerWeaponFire",root,OnPlayerFire) function onRender() -- function to which onClientRender-Event will be attached. if Position then -- check if there are Positions available local startX,startY,startZ,endX,endY,endZ = unpack(Position)-- unpack the Position table dxDrawLine3D( startX,startY,startZ,endX,endY,endZ,tocolor(200,0,0,255),3) -- draws the 3D line between start-Position and end-Position end -- end of if end -- end of onRender
See Also
- canPedBeKnockedOffBike
- getPedAnalogControlState
- getPedAnimation
- getPedBonePosition
- getPedCameraRotation
- getPedControlState
- getPedMoveState
- getPedOxygenLevel
- getPedSimplestTask
- getPedTargetCollision
- getPedTargetEnd
- getPedTargetStart
- getPedTask
- getPedVoice
- getPedWeaponMuzzlePosition
- givePedWeapon
- isPedBleeding
- isPedDoingTask
- isPedReloadingWeapon
- isPedTargetingMarkerEnabled
- setAnalogControlState
- setPedAimTarget
- setPedAnalogControlState
- setPedBleeding
- setPedCameraRotation
- setPedCanBeKnockedOffBike
- setPedControlState
- setPedEnterVehicle
- setPedExitVehicle
- IsPedFootBloodEnabled
- setPedFootBloodEnabled
- setPedLookAt
- setPedOxygenLevel
- setPedTargetingMarkerEnabled
- setPedVoice
- Shared
- addPedClothes
- getPedClothes
- removePedClothes
- createPed
- getPedAmmoInClip
- getPedArmor
- getPedFightingStyle
- getPedOccupiedVehicle
- getPedOccupiedVehicleSeat
- getPedStat
- getPedTarget
- getPedTotalAmmo
- getPedWalkingStyle
- getPedWeapon
- getPedWeaponSlot
- getPedContactElement
- getValidPedModels
- isPedChoking
- isPedDead
- isPedDoingGangDriveby
- isPedDucked
- isPedHeadless
- isPedInVehicle
- isPedOnFire
- isPedOnGround
- isPedWearingJetpack
- killPed
- removePedFromVehicle
- setPedAnimation
- setPedAnimationProgress
- setPedAnimationSpeed
- setPedArmor
- setPedDoingGangDriveby
- setPedFightingStyle
- setPedHeadless
- setPedOnFire
- setPedStat
- setPedWalkingStyle
- setPedWeaponSlot
- warpPedIntoVehicle