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onPlayerProjectileCreation

Client-side
Server-side
Shared

This event is triggered every time a projectile is created by a player - either through a weapon, a vehicle weapon or createProjectile.

Parameters

int weaponType, float x, float y, float z, float force, element target, float rotX, float rotY, float rotZ, float velX, float velY, float velZ
  • weaponType: ID, see below
  • x: X coordinate of where the projectile was created
  • y: Y coordinate of where the projectile was created
  • z: Z coordinate of where the projectile was created
  • force: force of thrown projectile. Valid for ID 16, 17, 18, 39.
  • target: element the projectile is targeting. Valid for ID 19, 20.
  • rotX: X rotation. Valid for ID 19, 20.
  • rotY: Y rotation. Valid for ID 19, 20.
  • rotZ: Z rotation. Valid for ID 19, 20.
  • velX: X axis velocity. Valid for ID 16, 17, 18, 19, 20, 39.
  • velY: Y axis velocity. Valid for ID 16, 17, 18, 19, 20, 39.
  • velZ: Z axis velocity. Valid for ID 16, 17, 18, 19, 20, 39.

Source

element: The source of this event is the player who created the projectile.

Canceling

If this event is canceled, the projectile will not be created for other players on the server.

Code Examples

server
local projectileNames = {
[16]='Grenade',
[17]='Tear Gas Grenade',
[18]='Molotov',
[19]='Rocket (simple)',
[20]='Rocket (heat seeking)',
[21]='Air Bomb',
[39]='Satchel Charge',
[58]='Hydra flare'
}
addEventHandler('onPlayerProjectileCreation', root,
function(weaponType)
cancelEvent()
local weaponName = projectileNames[weaponType] or 'Unknown'
outputServerLog('* '..getPlayerName(source)..' created projectile ('..weaponName..')! most likely he is cheater, event canceled')
end
)

See Also