SetProjectileCounter: Difference between revisions
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===Returns=== | ===Returns=== | ||
Returns ''true'' on success, ''false'' otherwise. | Returns ''true'' on success, ''false'' otherwise. | ||
===Example=== | |||
<section name="Client" class="client" show="true"> | |||
<syntaxhighlight lang="lua"> | |||
function bomberf(cmd, player, bombid, duration) -- This will get the arguments of /setbombtime <bombid> <duration in secondes> | |||
if bombid and duration then -- Checks if the bombid and the duration are avaible. | |||
result = setProjectileCounter( bombid, duration * 1000 )-- This will set the bomb requested in bombid counter to the requested duration. | |||
if result then -- this checks if the code worked or no. | |||
outputChatBox("Timer of projectile :"..bombid.." set to :"..duration.." secodes") | |||
end | |||
end | |||
end | |||
addCommandHandler("setbombtime", bomberf)-- when player do /setbombtime this will trigger the bombrf function. | |||
</syntaxhighlight> | |||
</section> | |||
==Requirements== | ==Requirements== |
Revision as of 14:36, 13 August 2014
Script Example Missing Function SetProjectileCounter needs a script example, help out by writing one. | |
Before submitting check out Editing Guidelines Script Examples. |
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)
Syntax
bool setProjectileCounter ( projectile projectile, int timeToDetonate )
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 [-]
Clientfunction bomberf(cmd, player, bombid, duration) -- This will get the arguments of /setbombtime <bombid> <duration in secondes> if bombid and duration then -- Checks if the bombid and the duration are avaible. result = setProjectileCounter( bombid, duration * 1000 )-- This will set the bomb requested in bombid counter to the requested duration. if result then -- this checks if the code worked or no. outputChatBox("Timer of projectile :"..bombid.." set to :"..duration.." secodes") end end end addCommandHandler("setbombtime", bomberf)-- when player do /setbombtime this will trigger the bombrf function.
Requirements
This template will be deleted.
See Also
- createProjectile
- getProjectileCounter
- getProjectileCreator
- getProjectileForce
- getProjectileTarget
- getProjectileType
- setProjectileCounter
- Shared
- detonateSatchels