OnClientObjectDamage: Difference between revisions
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__NOTOC__ | __NOTOC__ | ||
{{Client event}} | {{Client event}} | ||
This event is fired before an object gets damaged | This event is fired before an object gets damaged. | ||
{{Note|This event is only triggered for objects that are streamed in}} | {{Note|This event is only triggered for objects that are streamed in}} | ||
==Parameters== | ==Parameters== |
Revision as of 03:27, 20 January 2015
This event is fired before an object gets damaged.
Parameters
float loss, element attacker
- loss: the health loss caused by the damage. This parameter contains the theoretical loss, which could be less than 0, if you substract it of the current health. If you want to get the real loss, you have to substract the new health of the old health (use a timer for this).
- attacker: the vehicle/ped/player who is damaging the object
Source
The source of this event is the object which was damaged
Cancel effect
If this event is canceled, the object will not be damaged.
Example
This example outputs the theoretical and real loss.
function outputLoss(loss) local oldHealth = getElementHealth(source) setTimer(function() local newHealth = getElementHealth(source) outputChatBox("Real loss: "..(newHealth-oldHealth)) outputChatBox("Theoretical loss: "..loss) end,100,1) end addEventHandler("onClientObjectDamage", root, outputLoss)
Requirements
This template will be deleted.
See Also
Client object events
Client event functions
- triggerLatentServerEvent
- triggerServerEvent
- Shared
- addEvent
- addEventHandler
- cancelEvent
- cancelLatentEvent
- getEventHandlers
- getLatentEventHandles
- getLatentEventStatus
- removeEventHandler
- triggerEvent
- wasEventCancelled