CreateExplosion
From Multi Theft Auto: Wiki
Creates an explosion of a certain type at a specified point in the world. If creator is specified, the explosion will occur only in its dimension.
Syntax
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Serverbool createExplosion ( float x, float y, float z, int theType [, player creator = nil ] )
Required Arguments
- x: a float value that specifies the X world coordinate where the explosion is created at.
- y: a float value that specifies the Y world coordinate where the explosion is created at.
- z: a float value that specifies the Z world coordinate where the explosion is created at.
- theType: an integer specifying the explosion type. Valid types are:
- 0: Grenade
- 1: Molotov
- 2: Rocket
- 3: Rocket Weak
- 4: Car
- 5: Car Quick
- 6: Boat
- 7: Heli
- 8: Mine
- 9: Object
- 10: Tank Grenade
- 11: Small
- 12: Tiny
Optional Arguments
- creator: the explosion's simulated creator, the player responsible for it.
Click to collapse [-]
Clientbool createExplosion ( float x, float y, float z, int theType [, bool makeSound = true, float camShake = -1.0, bool damaging = true ] )
Required Arguments
- x: a float value that specifies the X world coordinate where the explosion is created at.
- y: a float value that specifies the Y world coordinate where the explosion is created at.
- z: a float value that specifies the Z world coordinate where the explosion is created at.
- theType: a integer specifying the explosion type. Valid types are:
- 0: Grenade
- 1: Molotov
- 2: Rocket
- 3: Rocket Weak
- 4: Car
- 5: Car Quick
- 6: Boat
- 7: Heli
- 8: Mine
- 9: Object
- 10: Tank Grenade
- 11: Small
- 12: Tiny
Optional Arguments
- makeSound: a boolean specifying whether the explosion should be heard or not.
- camShake: a float specifying the camera shake's intensity.
- damaging: a boolean specifying whether the explosion should cause damage or not.
Returns
- true if the explosion was created.
- false if invalid parameters were passed.
Example
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ServerExample 1: This code will create an explosion at the player's position when they spawn.
function explosionOnSpawn ( ) -- get the spawned player's position local pX, pY, pZ = getElementPosition ( source ) -- and create an explosion there, making him the creator createExplosion ( pX, pY, pZ, 6, source ) end -- add this function as a handler for any player that spawns addEventHandler ( "onPlayerSpawn", getRootElement(), explosionOnSpawn )
Example 2: This example allows creation of claymore mines, which trigger and explode.
function createClaymore ( creator ) local x, y, z = getElementPosition ( creator ) local claymoreObject = createObject ( 1945, x, y, z - 1, 0, 0, 90 ) --create an object which looks like a claymore local claymoreCol = createColSphere ( x, y, z, 1 ) --create a collision sphere with radius 1 setElementData ( claymoreCol , "type", "claymore" ) --store the type of colshape so it can be retrieved setElementData ( claymoreCol, "object", claymoreObject ) --store the object of the claymore setElementData ( claymoreCol, "creatorPlayer", creator ) --store the person who created it end function claymoreHit ( player ) if getElementData ( source, "type" ) == "claymore" then --ensure its a claymore --retrieve the object associated to the claymore, and who created it local claymoreObject = getElementData ( source, "object" ) local claymoreCreator = getElementData ( source, "creatorPlayer" ) --get the position of the claymore local x, y, z = getElementPosition ( source ) createExplosion ( x, y, z, 12, claymoreCreator ) --create an explosion, associated to the creator, of a small size at the col's position --destroy the claymore object, and the col shape so it doesnt trigger again. destroyElement ( claymoreObject ) destroyElement ( source ) end end addEventHandler ( "onColShapeHit", getRootElement(), claymoreHit )
Example 3: This will cause an explosion that will not harm the player.
function fakeBombAt(el) if isElement(el) then local x,y,z = getElementPosition(el) triggerClientEvent ( "fakeBomb", getRootElement(), x, y, z, 0 ) end end function onPlayerSpawnEvent(spawnpoint, team) fakeBombAt(source) end function onPlayerQuitEvent(reason) fakeBombAt(source) end function onPlayerDiedEvent(totalAmmo, killer, killerWeapon, bodypart) setTimer(fadeCamera, 2000, 1, source, false) fakeBombAt(source) setTimer(spawnPlayer, 4000, 1, source, 0, 0, 0) setTimer(fadeCamera, 4500, 1, source, true) end addEventHandler("onPlayerQuit",getRootElement(),onPlayerQuitEvent) addEventHandler("onPlayerWasted",getRootElement(),onPlayerDiedEvent) addEventHandler("onPlayerSpawn",getRootElement(),onPlayerSpawnEvent)
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ClientExample 1: This code will create an explosion for the local player when they spawn.
function explosionOnSpawn ( ) -- get the spawned player's position local pX, pY, pZ = getElementPosition ( source ) -- and create an explosion there createExplosion ( pX, pY, pZ, 6 ) end -- add this function as a handler for any player that spawns addEventHandler ( "onClientPlayerSpawn", getLocalPlayer(), explosionOnSpawn )
Example 2: This will cause an explosion that will not harm the player.
function fakeBomb(x,y,z,d) if d then --Check the players Dimension if getElementDimension(getLocalPlayer()) == d then --If the players Dimension is the current dimension --Then people on other dimensions cant see this explosion createExplosion(x, y, z, 0, true, -1.0, false) end else createExplosion(x,y,z,0,true,-1.0,false) end end addEvent("fakeBomb",true) addEventHandler("fakeBomb",getRootElement(),fakeBomb)