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fxAddBlood

Client-side
Server-side
Shared

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Creates a blood splatter particle effect.

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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: MISSING_PARAM_DESC
  • posY: MISSING_PARAM_DESC
  • posZ: MISSING_PARAM_DESC
  • dirX: MISSING_PARAM_DESC
  • dirY: MISSING_PARAM_DESC
  • dirZ: MISSING_PARAM_DESC
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: value

Code Examples

shared

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
end
end
addEventHandler( "onClientPlayerDamage", root, BloodonDamage ) -- calls the function when a player loses hp