OnClientPlayerWeaponFire: Difference between revisions
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{{Client event}} | {{Client event}} | ||
__NOTOC__ | __NOTOC__ | ||
This event is called when player shoots a weapon. This does not trigger for projectiles based, or melee weapons. 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 called when player shoots a weapon. This does not trigger for projectiles based, or melee weapons. 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. |
Revision as of 20:43, 16 May 2009
This event is called when player shoots a weapon. This does not trigger for projectiles based, or melee weapons. 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.
Parameters
int weapon, int ammo, int ammoInClip, float hitX, float hitY, float hitZ, element hitElement
- weapon: an int representing weapon used for making a shot.
- ammo: an int ammount of ammo left for this weapon type.
- ammoInClip: an int ammount of ammo left for this weapon type in clip.
- hitX, hitY, hitZ: float world coordinates representing a hit point.
- hitElement: an element which was hit by a shot.
Source
The source of this event is the player who fired the weapon.
Example
This example sends a warning to the local player if they shoot another player with a minigun.
--First, we create a function for the event handler to use. function onClientPlayerWeaponFireFunc(weapon, ammo, ammoInClip, hitX, hitY, hitZ, hitElement ) if weapon == 38 and getElementType(hitElement)=="player" then -- If the player shoots with a minigun, and hits another player... outputChatBox ( "Don't kill people with minigun, it's lame!", 255, 0, 0 ) -- We output a warning to him. end end -- Add this as a handler so that the function will be triggered every time the local player fires. addEventHandler ( "onClientPlayerWeaponFire", getLocalPlayer(), onClientPlayerWeaponFireFunc )
See Also
Client player events
- onClientPlayerChangeNick
- onClientPlayerChoke
- onClientPlayerDamage
- onClientPlayerHeliKilled
- onClientPlayerHitByWaterCannon
- onClientPlayerJoin
- onClientPlayerPickupHit
- onClientPlayerPickupLeave
- onClientPlayerQuit
- onClientPlayerRadioSwitch
- onClientPlayerSpawn
- onClientPlayerStealthKill
- onClientPlayerStuntFinish
- onClientPlayerStuntStart
- onClientPlayerTarget
- onClientPlayerVehicleEnter
- onClientPlayerVehicleExit
- onClientPlayerVoicePause
- onClientPlayerVoiceResumed
- onClientPlayerVoiceStart
- onClientPlayerVoiceStop
- onClientPlayerWasted
- onClientPlayerWeaponFire
- onClientPlayerWeaponSwitch
Client event functions
- triggerLatentServerEvent
- triggerServerEvent
- Shared
- addEvent
- addEventHandler
- cancelEvent
- cancelLatentEvent
- getEventHandlers
- getLatentEventHandles
- getLatentEventStatus
- removeEventHandler
- triggerEvent
- wasEventCancelled