OnClientPlayerWeaponFire: Difference between revisions
Jump to navigation
Jump to search
No edit summary |
No edit summary |
||
Line 5: | Line 5: | ||
==Parameters== | ==Parameters== | ||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
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 making a shot. | *'''weapon''': an [[int]] representing [[weapons|weapon]] used for making a shot. | ||
Line 12: | Line 12: | ||
*'''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 items|3.0152|1.3.1| | |||
*'''startX''', '''startY''', '''startZ''': [[float]] world coordinates representing the start of the bullet. Note: This the not the gun muzzle. | |||
}} | |||
==Source== | ==Source== |
Revision as of 10:01, 1 July 2012
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, float startX, float startY, float startZ
- 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.
- startX, startY, startZ: float world coordinates representing the start of the bullet. Note: This the not the gun muzzle.
Source
The source of this event is the streamed in 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 )
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, false, 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