OnClientVehicleCollision: Difference between revisions
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collidedWith, force, bodyPart, collisionX, collisionY, collisionZ, | collidedWith, force, bodyPart, collisionX, collisionY, collisionZ, | ||
velocityX, velocityY, velocityZ | velocityX, velocityY, velocityZ | ||
<syntaxhighlight lang="lua"> | |||
entity theHitElement, float force, int bodypart, float collisionX, float collisionY, float collisionZ, float velocityX, float velocityY, float velocityZ | |||
</syntaxhighlight> | |||
*'''theHitElement:''' the entity that took damage | |||
*'''force:''' the force of the damage (Note: this is NOT the damage it is a force value which is then multiplied by the vehicles collision damage multiplier. for an example of this see below) | |||
*'''bodyPart:''' the bodypart that hit the other element | |||
*'''collisionX:''' the X position the collision took place | |||
*'''collisionY:''' the Y position the collision took place | |||
*'''collisionZ:''' the Z position the collision took place | |||
*'''velocityX:''' the X velocity of the source before the collision took place | |||
*'''velocityY:''' the Y velocity of the source before the collision took place | |||
*'''velocityZ:''' the Z velocity of the source before the collision took place | |||
==Source== | ==Source== |
Revision as of 10:32, 11 January 2012
Added in MTA SA 1.3
This event is triggered when a vehicle collides with peds/vehicles/objects but not buildings.
Note: collidedWith will be false if it's a default SA object and it will trigger twice for vehicles because one vehicle hit another and one got hit by another.
Parameters
collidedWith, force, bodyPart, collisionX, collisionY, collisionZ, velocityX, velocityY, velocityZ
entity theHitElement, float force, int bodypart, float collisionX, float collisionY, float collisionZ, float velocityX, float velocityY, float velocityZ
- theHitElement: the entity that took damage
- force: the force of the damage (Note: this is NOT the damage it is a force value which is then multiplied by the vehicles collision damage multiplier. for an example of this see below)
- bodyPart: the bodypart that hit the other element
- collisionX: the X position the collision took place
- collisionY: the Y position the collision took place
- collisionZ: the Z position the collision took place
- velocityX: the X velocity of the source before the collision took place
- velocityY: the Y velocity of the source before the collision took place
- velocityZ: the Z velocity of the source before the collision took place
Source
The source of this event is the vehicle that collided with something.
Example
addEventHandler("onClientVehicleCollision", getRootElement(), function(collider,force, bodyPart, x, y, z, vx, vy, vz) if ( source == getPedOccupiedVehicle(getLocalPlayer() ) then -- force does not take into account the collision damage multiplier (this is what makes heavy vehicles take less damage than banshees for instance) so take that into account to get the damage delt local fDamageMultiplier = getVehicleHandling(source).collisionDamageMultiplier -- Create a marker (I've scaled this down to 1% of the actual damage as we get huge markers else) local m = createMarker(x, y, z, "corona", force * fDamageMultiplier * 0.01, 0, 9, 231) -- Destroy the marker in 2 seconds setTimer(destroyElement, 2000, 1, m) end end )
See Also
Client vehicle events
- onClientTrailerAttach
- onClientTrailerDetach
- onClientVehicleCollision
- onClientVehicleDamage
- onClientVehicleEnter
- onClientVehicleExit
- onClientVehicleExplode
- onClientVehicleNitroStateChange
- onClientVehicleRespawn
- onClientVehicleStartEnter
- onClientVehicleStartExit
- onClientVehicleWeaponHit
Client event functions
- triggerLatentServerEvent
- triggerServerEvent
- Shared
- addEvent
- addEventHandler
- cancelEvent
- cancelLatentEvent
- getEventHandlers
- getLatentEventHandles
- getLatentEventStatus
- removeEventHandler
- triggerEvent
- wasEventCancelled