fxAddBlood
Client-side
Server-side
Shared
Creates a blood splatter particle effect.
OOP Syntax Help! I don't understand this!
- Method:Effect.addBlood(...)
Syntax
bool fxAddBlood ( float posX, float posY, float posZ, float dirX, float dirY, float dirZ, [ int count = 1, float brightness = 1.0 ] )Required Arguments
- posX: The world X coordinate where the effect originates.
- posY: The world Y coordinate where the effect originates.
- posZ: The world Z coordinate where the effect originates.
- dirX: The direction X coordinate of the effect.
- dirY: The direction Y coordinate of the effect.
- dirZ: The direction Z coordinate of the effect.
Optional Arguments
NOTE: When using optional arguments, you might need to supply all arguments before the one you wish to use.
- count (default: 1): The number of flying droplets to create.
- brightness (default: 1.0): The brightness. Ranges from 0 (almost black) to 1 (normal color).
Returns
- bool: result
Returns true if successful, false otherwise.
Code Examples
client
This example creates blood effects when a player gets shot.
function BloodonDamage(attacker, weapon, bodypart, loss) if loss > 25 then -- if the player loses more than 25 hp, then... local x, y, z = getElementPosition(source) -- get player's position for adding blood local randombloodamount = math.random(1, 3) -- random blood amount 1-3 fxAddBlood(x, y, z - 2, 0.00000, 0.00000, 0.00000, randombloodamount, 1) -- this adds blood to player's current position endendaddEventHandler("onClientPlayerDamage", root, BloodonDamage) -- calls the function when a player loses hp
