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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[[Category:Incomplete Event]]
{{Client event}}
 
__NOTOC__  
__NOTOC__  
This event is blahblah and is used for blahblah.
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}}
==Syntax==  
{{Note|This does not trigger for any player's melee weapons or for remote player's projectile weapons or cameras}}
==Parameters==
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
oid onClientPlayerWeaponFire ( int weapon, int ammo, int ammoInClip, float hitX, float hitY, float hitZ, element hitElement )
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 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.
{{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.
}}
==Source==
The [[event system#Event source|source]] of this event is the streamed in [[player]] who fired the weapon.


==Example==  
==Example==  
This example does...
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.
<syntaxhighlight lang="lua">
--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 )
</syntaxhighlight>
 
This example makes the Shotgun fire explosive rounds.
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
--This line does...
function onClientPlayerWeaponFireFunc(weapon, ammo, ammoInClip, hitX, hitY, hitZ, hitElement)
blabhalbalhb --abababa
    if (weapon == 25) then -- If the player shoots with a shotgun
--This line does this...
        createExplosion(hitX, hitY, hitZ, 12, true, 0, true) -- Creates a tiny explosion where the bullet hit.
mooo
    end
end
-- Add this as a handler so that the function will be triggered every time a player fires.
addEventHandler("onClientPlayerWeaponFire", root, onClientPlayerWeaponFireFunc)
</syntaxhighlight>
</syntaxhighlight>
==See Also==
===Client player events===
{{Client_player_events}}
===Client event functions===
{{Client_event_functions}}

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.

[[{{{image}}}|link=|]] Note: This event is only triggered for players that are streamed in
[[{{{image}}}|link=|]] Note: This does not trigger for any player's melee weapons or for remote player's projectile weapons or cameras

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


Client event functions