createExplosion
Client-side
Server-side
Shared
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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
bool 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, see: Explosion types
Optional Arguments
NOTE: When using optional arguments, you might need to supply all arguments before the one you wish to use.
- makeSound (default: true): a boolean specifying whether the explosion should be heard or not.
- camShake (default: -1.0): a float specifying the camera shake's intensity.
- damaging (default: true): a boolean specifying whether the explosion should cause damage or not.
Returns
- bool: value
true if the explosion was created. false if invalid parameters were passed.
Code Examples
client
Example 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 spawnsaddEventHandler ( "onClientPlayerSpawn", localPlayer, explosionOnSpawn )