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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{{Client event}}
{{Client event}}
__NOTOC__  
__NOTOC__  
This event is called when a player fires a weapon.  This does not trigger for projectiles, melee weapons, or camera. 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 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 making a shot.
*'''weapon''':  an [[int]] representing [[weapons|weapon]] used for firing a shot.
*'''ammo''': an [[int]] ammount of ammo left for this weapon type.
*'''ammo''': an [[int]] amount of ammo left for this weapon type.
*'''ammoInClip''': an [[int]] ammount of ammo left for this weapon type in clip.
*'''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|3.0152|1.3.1|4311|
{{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", getLocalPlayer(), onClientPlayerWeaponFireFunc )
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">
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addEventHandler("onClientPlayerWeaponFire", root, onClientPlayerWeaponFireFunc)
addEventHandler("onClientPlayerWeaponFire", root, onClientPlayerWeaponFireFunc)
</syntaxhighlight>
</syntaxhighlight>
==Issues==
{{Issues|
{{Issue|7459|[Fixed in 1.3.1-4916] onClientPlayerWeaponFire hitElement being nil sometimes with shotgun}}
}}


==See Also==
==See Also==

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