OnClientWeaponFire: Difference between revisions

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==Example==  
==Example==  
This example prevents the player from firing a Deagle.
This example prevents player damage from custom weapons.
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
function noDeagle()
function noDamageToPlayersFromCustomWeapons(target)
local weaponID = getElementModel(source)
    if target == localPlayer then
-- Gets the ID of the weapon.
        cancelEvent() -- If the weapon hit the player, cancel the shot
if weaponID == 24 then  
    end
-- If the weapon ID is of the Deagle's then cancel the event.
cancelEvent()
end
end
end
addEventHandler("onClientWeaponFire", getRootElement(), noDeagle)
addEventHandler("onClientWeaponFire", root, noDamageToPlayersFromCustomWeapons)</syntaxhighlight>
-- Attach the event 'onClientWeaponFire' to the function.
</syntaxhighlight>


==See Also==
==See Also==
===Client event functions===
===Client event functions===
{{Client_event_functions}}
{{Client_event_functions}}

Revision as of 18:11, 23 December 2014

This event will be triggered once a client fires his weapon.

[[{{{image}}}|link=|]] Note: This event is only for custom weapons that were created with createWeapon, for player held weapons use onClientPlayerWeaponFire.

Parameters

element hitElement, float posX,  float posY, float posZ, float normalX, float normalY, float normalZ, int materialType, int 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)

See Also

Client event functions