IT/createProjectile: Difference between revisions
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==Argomenti opzionali== | ==Argomenti opzionali== | ||
{{IT/ | {{IT/Argomenti opzionali}} | ||
*'''posX''','''posY''','''posZ''': [[float]] starting coordinates for the projectile. They are coordinates of creator by default. | *'''posX''','''posY''','''posZ''': [[float]] starting coordinates for the projectile. They are coordinates of creator by default. | ||
*'''force''': [[float]] representing the starting force of the projectile. | *'''force''': [[float]] representing the starting force of the projectile. |
Revision as of 10:23, 3 August 2011
Questa funzione crea un proiettile del tipo specificato sulle coordinate specificate.
Sintassi
projectile createProjectile ( element creator, int weaponType [, float posX, float posY, float posZ, float force = 1.0, element target = nil, float rotX, float rotY, float rotZ, float velX, float velY, float velZ, int model ] )
Argomenti richiesti
- creator: L'element rappresenta il creatore del proiettile. In caso vuoi che il proiettile sia sincronizzato per tutti, il creatore deve essere getLocalPlayer().
- weaponType: int rappresenta il proiettile weaponType (caratteristiche). Gli ID validi sono:
« Torna alla Pagina principale italiana ▇▇▇.
Gli esplosivi (projectiles) sono dei tipi di arma particolari, usati con la funzione client-side createProjectile.
- 16: Granata
- 17: Granata a gas
- 18: Molotov
- 19: Razzo (semplice)
- 20: Razzo (a ricerca termica)
- 21: Missile di Hydra
Argomenti opzionali
NOTA: Quando usi argomenti opzionali, devi fornire tutti gli altri argomenti prima di quello che vuoi utilizzare. Per altre informazioni consulta la pagina Argomenti opzionali.
- posX,posY,posZ: float starting coordinates for the projectile. They are coordinates of creator by default.
- force: float representing the starting force of the projectile.
- target: element target used for heat seeking rockets.
- rotX,rotY,rotZ: float starting rotation for the projectile.
- velX,velY,velZ: float starting velocity for the projectile.
- model: Integer representing the projectile's model, uses default model for weaponType if not specified.
Returns
Returns a projectile element if projectile creation was succesfull. Returns false if unable to create a projectile (wrong weapon ID or projectiles limit was reached).
Example
This example makes a rocket minigun (minigun shooting with rockets).
-- This function gets triggered everytime player shoots. function onClientPlayerWeaponFireFunc(weapon,ammo,ammoInClip,hitX,hitY,hitZ,hitElement) if weapon == 38 then -- if source is a local player and he uses minigun... if not createProjectile(getLocalPlayer(),19,getElementPosition(getLocalPlayer()),200) then -- then we either create a projectile... outputChatBox ( "Rocket minigun overheated! Give it a rest pal!", source ) -- or if projectile limit is reached we output player a chat message end end end -- Don't forget to add the onClientPlayerWeaponFireFunc function as a handler for onClientPlayerWeaponFire. addEventHandler("onClientPlayerWeaponFire", getLocalPlayer(), onClientPlayerWeaponFireFunc)
See also
- createProjectile
- getProjectileCounter
- getProjectileCreator
- getProjectileForce
- getProjectileTarget
- getProjectileType
- setProjectileCounter
- Shared
- detonateSatchels