OnClientObjectBreak: Difference between revisions
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(Added onClientObjectBreak documentation) |
Fernando187 (talk | contribs) (Remove obsolete Requirements section) |
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__NOTOC__ | __NOTOC__ | ||
{{Client event}} | {{Client event}} | ||
This event is fired before an object breaks. | This event is fired before an object breaks. | ||
{{Note|This event is only triggered for objects that are streamed in}} | |||
==Parameters== | ==Parameters== | ||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
Line 26: | Line 27: | ||
)</syntaxhighlight> | )</syntaxhighlight> | ||
</section> | </section> | ||
==See Also== | ==See Also== |
Latest revision as of 17:11, 7 November 2024
This event is fired before an object breaks.
Parameters
element attacker
- attacker: the vehicle/ped/player who is breaking the object
Source
The source of this event is the object which will break.
Cancel effect
If this event is canceled, the object will not break.
Example
Click to collapse [-]
ClientThis example prevents objects from beeing broken in interiors.
addEventHandler("onClientObjectBreak", root, function() if getElementInterior(source) ~= 0 then cancelEvent() end end )
See Also
Client object events
Client event functions
- triggerLatentServerEvent
- triggerServerEvent
- Shared
- addEvent
- addEventHandler
- cancelEvent
- cancelLatentEvent
- getEventHandlers
- getLatentEventHandles
- getLatentEventStatus
- removeEventHandler
- triggerEvent
- wasEventCancelled