OnClientPlayerWeaponFire: Difference between revisions
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(corrected info to reflect that the local player's projectile weapons or the camera will indeed correctly trigger the event) |
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(14 intermediate revisions by 7 users not shown) | |||
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{{Client event}} | {{Client event}} | ||
__NOTOC__ | __NOTOC__ | ||
This event is called when player | This event is called when a player fires a weapon. This event does not trigger for melee weapons. Projectile weapons or the camera will only trigger the event if fired by the local player. | ||
{{Note|This event is only triggered for players that are streamed in}} | |||
{{Note|This does not trigger for any player's melee weapons or for remote player's projectile weapons or cameras}} | |||
==Parameters== | ==Parameters== | ||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
int weapon, int ammo, int ammoInClip, float hitX, float hitY, float hitZ, element hitElement, float startX, float startY, float startZ | int weapon, int ammo, int ammoInClip, float hitX, float hitY, float hitZ, element hitElement, float startX, float startY, float startZ | ||
</syntaxhighlight> | </syntaxhighlight> | ||
*'''weapon''': an [[int]] representing [[weapons|weapon]] used for | *'''weapon''': an [[int]] representing [[weapons|weapon]] used for firing a shot. | ||
*'''ammo''': an [[int]] | *'''ammo''': an [[int]] amount of ammo left for this weapon type. | ||
*'''ammoInClip''': an [[int]] | *'''ammoInClip''': an [[int]] amount of ammo left for this weapon type in clip. | ||
*'''hitX''', '''hitY''', '''hitZ''': [[float]] world coordinates representing a hit point. | *'''hitX''', '''hitY''', '''hitZ''': [[float]] world coordinates representing a hit point. | ||
*'''hitElement''': an [[element]] which was hit by a shot. | *'''hitElement''': an [[element]] which was hit by a shot. | ||
{{New feature/item|3. | {{New feature/item|3.0131|1.3.1|4311| | ||
*'''startX''', '''startY''', '''startZ''': [[float]] world coordinates representing the start of the bullet. Note: This is not the gun muzzle. | *'''startX''', '''startY''', '''startZ''': [[float]] world coordinates representing the start of the bullet. Note: This is not the gun muzzle. | ||
}} | }} | ||
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==Example== | ==Example== | ||
This example implements custom gunshot sounds. | |||
<syntaxhighlight lang="lua"> | |||
function playGunfireSound(weaponID) | |||
local muzzleX, muzzleY, muzzleZ = getPedWeaponMuzzlePosition(source) | |||
local dim = getElementDimension(source) | |||
local int = getElementInterior(source) | |||
setAmbientSoundEnabled ("gunfire", false) | |||
local weaponSounds = { | |||
[22] = "sounds/weap/colt45.ogg", | |||
[23] = "sounds/weap/silenced.ogg", | |||
[24] = "sounds/weap/deagle.ogg", | |||
[25] = "sounds/weap/shotgun.ogg", | |||
[26] = "sounds/weap/sawed-off.ogg", | |||
[27] = "sounds/weap/combat shotgun.ogg", | |||
[28] = "sounds/weap/uzi.ogg", | |||
[30] = "sounds/weap/ak-47.ogg", | |||
[31] = "sounds/weap/m4.ogg", | |||
[32] = "sounds/weap/tec9.ogg", | |||
[34] = "sounds/weap/sniper.ogg", | |||
} | |||
if weaponSounds[weaponID] then | |||
sound = playSound3D(weaponSounds[weaponID], muzzleX, muzzleY, muzzleZ) | |||
setSoundMaxDistance(sound, 90) | |||
setElementDimension(sound, dim) | |||
setElementInterior(sound, int) | |||
setSoundVolume(sound, 0.6) | |||
end | |||
end | |||
addEventHandler("onClientPlayerWeaponFire", root, playGunfireSound) | |||
</syntaxhighlight> | |||
This example sends a warning to the local player if they shoot another player with a minigun. | This example sends a warning to the local player if they shoot another player with a minigun. | ||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
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end | end | ||
-- Add this as a handler so that the function will be triggered every time the local player fires. | -- Add this as a handler so that the function will be triggered every time the local player fires. | ||
addEventHandler ( "onClientPlayerWeaponFire", | addEventHandler ( "onClientPlayerWeaponFire", localPlayer, onClientPlayerWeaponFireFunc ) | ||
</syntaxhighlight> | </syntaxhighlight> | ||
This example makes the Shotgun fire explosive rounds. | This example makes the Shotgun fire explosive rounds. | ||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
function onClientPlayerWeaponFireFunc(weapon, ammo, ammoInClip, hitX, hitY, hitZ, hitElement) | function onClientPlayerWeaponFireFunc(weapon, ammo, ammoInClip, hitX, hitY, hitZ, hitElement) | ||
if (weapon == 25) then -- If the player shoots with a shotgun | if (weapon == 25) then -- If the player shoots with a shotgun | ||
createExplosion(hitX, hitY, hitZ, 12, true, | createExplosion(hitX, hitY, hitZ, 12, true, 0, true) -- Creates a tiny explosion where the bullet hit. | ||
end | end | ||
end | end |
Latest revision as of 03:37, 25 April 2024
This event is called when a player fires a weapon. This event does not trigger for melee weapons. Projectile weapons or the camera will only trigger the event if fired by the local player.
Parameters
int weapon, int ammo, int ammoInClip, float hitX, float hitY, float hitZ, element hitElement, float startX, float startY, float startZ
- weapon: an int representing weapon used for firing a shot.
- ammo: an int amount of ammo left for this weapon type.
- ammoInClip: an int amount 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.
- startX, startY, startZ: float world coordinates representing the start of the bullet. Note: This is not the gun muzzle.
Source
The source of this event is the streamed in player who fired the weapon.
Example
This example implements custom gunshot sounds.
function playGunfireSound(weaponID) local muzzleX, muzzleY, muzzleZ = getPedWeaponMuzzlePosition(source) local dim = getElementDimension(source) local int = getElementInterior(source) setAmbientSoundEnabled ("gunfire", false) local weaponSounds = { [22] = "sounds/weap/colt45.ogg", [23] = "sounds/weap/silenced.ogg", [24] = "sounds/weap/deagle.ogg", [25] = "sounds/weap/shotgun.ogg", [26] = "sounds/weap/sawed-off.ogg", [27] = "sounds/weap/combat shotgun.ogg", [28] = "sounds/weap/uzi.ogg", [30] = "sounds/weap/ak-47.ogg", [31] = "sounds/weap/m4.ogg", [32] = "sounds/weap/tec9.ogg", [34] = "sounds/weap/sniper.ogg", } if weaponSounds[weaponID] then sound = playSound3D(weaponSounds[weaponID], muzzleX, muzzleY, muzzleZ) setSoundMaxDistance(sound, 90) setElementDimension(sound, dim) setElementInterior(sound, int) setSoundVolume(sound, 0.6) end end addEventHandler("onClientPlayerWeaponFire", root, playGunfireSound)
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", localPlayer, onClientPlayerWeaponFireFunc )
This example makes the Shotgun fire explosive rounds.
function onClientPlayerWeaponFireFunc(weapon, ammo, ammoInClip, hitX, hitY, hitZ, hitElement) if (weapon == 25) then -- If the player shoots with a shotgun createExplosion(hitX, hitY, hitZ, 12, true, 0, true) -- Creates a tiny explosion where the bullet hit. end end -- Add this as a handler so that the function will be triggered every time a player fires. addEventHandler("onClientPlayerWeaponFire", root, 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