OnClientObjectDamage: Difference between revisions

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{{Client event}}
{{Client event}}
This event is fired before an object gets damaged. Also note that this event is only triggered for players nearby the local player's camera. This is due to elements far away being streamed out.
This event is fired before an object gets damaged. Also note that this event is only triggered for players nearby the local player's camera. This is due to elements far away being streamed out.
{{Note|This event is only triggered for objects that are streamed in}}
==Parameters==
==Parameters==
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">

Revision as of 03:03, 20 January 2015

This event is fired before an object gets damaged. Also note that this event is only triggered for players nearby the local player's camera. This is due to elements far away being streamed out.

[[{{{image}}}|link=|]] Note: This event is only triggered for objects that are streamed in

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