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fxAddBulletImpact

Client-side
Server-side
Shared

Creates a bullet impact particle effect, consisting of a small smoke cloud and a number of sparks.

OOP Syntax Help! I don't understand this!

  • Method:Effect.addBulletImpact(...)

Syntax

bool fxAddBulletImpact ( ​float posX, ​float posY, ​float posZ, ​float dirX, ​float dirY, ​float dirZ, [ ​int smokeSize = 1, ​int sparkCount = 1, ​float smokeIntensity = 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.

  • smokeSize (default: 1): The size of the smoke cloud.
  • sparkCount (default: 1): The number of sparks to create.
  • smokeIntensity (default: 1.0): The amount/transparency of smoke, ranges from 0 to 1.

Returns

  • bool: result

Returns a true if the operation was successful, false otherwise.

Code Examples

client

This example will create a Bullet Impact Effect on the position of the bullet impact.

addEventHandler("onClientPlayerWeaponFire", root, function(weapon, ammo, ammoInClip, hitX, hitY, hitZ, hitElement)
if weapon == 0 then return end -- If the player is unarmed, return end.
fxAddBulletImpact(hitX, hitY, hitZ, 0, 0, 0, math.random(1, 2), math.random(2, 5), 1.0)
end)