OnPlayerWeaponFire: Difference between revisions

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{{Server event}}
{{Server event}}
__NOTOC__  
__NOTOC__  
{{New feature/item|3.0160|1.5.3|9921|
{{New feature/item|3.0153|1.5.3|9921|
This event is called when a player fires a weapon.  This does not trigger for projectiles, melee weapons, or camera.
This event is called when a player fires a weapon.  This does not trigger for projectiles, melee weapons, or camera.
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}}

Revision as of 17:17, 22 October 2016

This event is called when a player fires a weapon. This does not trigger for projectiles, melee weapons, or camera.

[[{{{image}}}|link=|]] Note: This event works only with weapons which have enabled bullet sync.

Parameters

int weapon, float endX, float endY, float endZ, element hitElement, float startX, float startY, float startZ
  • weapon: an int representing weapon used for making a shot.
  • endX, endY, endZ: float world coordinates representing an end 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.

Example

This code outputs the information on debug screen when a player shoots.

addEventHandler ("onPlayerWeaponFire", root, 
   function (weapon, endX, endY, endZ, hitElement, startX, startY, startZ)
       iprint (getPlayerName(source).. " just shot a " .. getElementType (hitElement) .. " at X: ".. endX .. " Y: " .. endY .. " Z: " .. endZ .. " from X: " .. startX .. " Y: ".. startY .. " Z: " .. startZ .. " with a ".. getWeaponNameFromID (weapon))
   end
)

See Also

Player events


Event functions