OnClientObjectDamage: Difference between revisions
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function outputLoss(loss) | function outputLoss(loss) | ||
local oldHealth = getElementHealth(source) | local oldHealth = getElementHealth(source) | ||
setTimer(function() | setTimer(function(source) | ||
local newHealth = getElementHealth(source) | local newHealth = getElementHealth(source) | ||
outputChatBox("Real loss: "..(newHealth-oldHealth)) | outputChatBox("Real loss: "..(newHealth-oldHealth)) | ||
outputChatBox("Theoretical loss: "..loss) | outputChatBox("Theoretical loss: "..loss) | ||
end,100,1) | end,100,1,source) | ||
end | end | ||
addEventHandler("onClientObjectDamage", root, outputLoss) | addEventHandler("onClientObjectDamage", root, outputLoss) |
Revision as of 19:01, 22 September 2016
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(source) local newHealth = getElementHealth(source) outputChatBox("Real loss: "..(newHealth-oldHealth)) outputChatBox("Theoretical loss: "..loss) end,100,1,source) 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