OnClientWeaponFire: Difference between revisions
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__NOTOC__ | __NOTOC__ | ||
This event triggers when a [[Element/Weapon|custom weapon]] fires a shot. | This event triggers when a [[Element/Weapon|custom weapon]] fires a shot. | ||
{{Note|This event is | {{Note|This event is '''ONLY''' for custom weapons that were created with [[createWeapon]], for regular weapons use [[onClientPlayerWeaponFire]].}} | ||
{{Note|This event is only triggered for custom weapons that are streamed in}} | {{Note|This event is only triggered for custom weapons that are streamed in}} | ||
==Parameters== | ==Parameters== | ||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
element hitElement, float posX, float posY, float posZ, float normalX, float normalY, float normalZ, int materialType, | element hitElement, float posX, float posY, float posZ, float normalX, float normalY, float normalZ, int materialType, float lighting, int pieceHit | ||
</syntaxhighlight> | </syntaxhighlight> | ||
*'''hitElement:''' the element that was hit | *'''hitElement:''' the element that was hit |
Latest revision as of 17:30, 12 April 2019
This event triggers when a custom weapon fires a shot.
Parameters
element hitElement, float posX, float posY, float posZ, float normalX, float normalY, float normalZ, int materialType, float lighting, int pieceHit
- hitElement: the element that was hit
- posX: the position it will hit
- posY: the position it will hit
- posZ: the position it will hit
- normalX: the normal it hit ( see processLineOfSight )
- normalY: the normal it hit ( see processLineOfSight )
- normalZ: the normal it hit ( see processLineOfSight )
- materialType: the material type it hit ( see processLineOfSight )
- lighting: the lighting of the entity it hit ( see processLineOfSight )
- pieceHit: the piece of the entity it hit ( see processLineOfSight )
Source
The source of this event is the weapon that was fired.
Cancel Effect
If this event was canceled, then the weapon will not fire.
Example
This example prevents player damage from custom weapons.
function noDamageToPlayersFromCustomWeapons(target) if target == localPlayer then cancelEvent() -- If the weapon hit the player, cancel the shot end end addEventHandler("onClientWeaponFire", root, noDamageToPlayersFromCustomWeapons)