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)
