OnClientPlayerWeaponFire: Difference between revisions
Jump to navigation
Jump to search
mNo edit summary |
mNo edit summary |
||
Line 35: | Line 35: | ||
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 |
Revision as of 16:21, 9 February 2013
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 is 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, 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)
Issues
Issue ID | Description |
---|---|
#7459 | [Fixed in 1.3.1-4916] onClientPlayerWeaponFire hitElement being nil sometimes with shotgun |
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