SetProjectileCounter
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Will change the projectile counter timer which depending on the projectile type will do different things:
- Rockets and Grenades will explode when it hits 0
- Teargas may be a duration timer
- Satchels restart (we currently assume it doesn't cause an effect)
- Molotov will explode with search ground level when it hits 0
Syntax
bool setProjectileCounter ( projectile projectile, int timeToDetonate )
OOP Syntax Help! I don't understand this!
- Method: projectile:setCounter(...)
- Variable: .counter
- Counterpart: getProjectileCounter
Required Arguments
- projectile: The projectile to edit the timer of.
- timeToDetonate: The time in milliseconds to detonation.
Returns
Returns true on success, false otherwise.
Example
Click to collapse [-]
ClientWith this example you can use /setbombtime to set a delay duration of a projectile explosion.
function changeProjectileDelay( cmd, bombIndex, duration ) local bombIndex = tonumber( bombIndex ) or nil local duration = tonumber( duration ) or nil if ( bombIndex ) and ( duration ) then local found = false for index,projectile in ipairs( getElementsByType( "projectile" ) ) do if ( index == bombIndex ) then if ( setProjectileCounter( projectile, duration * 1000 ) ) then outputChatBox( "Projectile (" .. index .. ") detonates in " .. duration .. " seconds.", 0, 255, 0, false ) else outputChatBox( "Something went wrong when setting the duration.", 255, 0, 0, false ) end found = true break end end if ( not found ) then outputChatBox( "Projectile with index " .. bombIndex .. " was not found.", 255, 0, 0, false ) end else outputChatBox( "SYNTAX: /" .. cmd .. " [bomb index] [duration in seconds]", 220, 180, 0, false ) end end addCommandHandler( "setbombtime", changeProjectileDelay )
See Also
- createProjectile
- getProjectileCounter
- getProjectileCreator
- getProjectileForce
- getProjectileTarget
- getProjectileType
- setProjectileCounter
- Shared
- detonateSatchels