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fxAddBlood

Client-side
Server-side
Shared

Creates a blood splatter particle effect.

OOP Syntax Help! I don't understand this!

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