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Revision as of 06:30, 27 August 2013 by Jaysds1 (talk | contribs) (Examples: No point of the section as it's already a client function)

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Reason(s): "Some weapon types do not work."... needs investigating. Shotguns do not work because the pellet code was complex and its actually 8 very clustered pellets. All other bullet weapons should work and be synced. Exact weapons this works with needs documenting still.

Creates a custom weapon that can fire bullets not related to player held weapons. Note: Some weapon types do not work.


weapon createWeapon ( string theType, float x, float y, float z )

Required Arguments

  • theType: The weapon type which can be:
  • colt 45
  • silenced
  • deagle
  • uzi
  • mp5
  • ak-47
  • m4
  • tec-9
  • rifle
  • sniper
  • minigun

Other weapons can be used but they can't fire. Use createProjectile for projectile based weapons.

  • x: The x position to create the weapon.
  • y: The y position to create the weapon.
  • z: The z position to create the weapon.


Returns a custom weapon element type and creates a simulated weapon at that position.


Minimum supported server n/a
Minimum supported client 1.3.0-9.04555
Note: Using this function requires the resource to have the above minimum version declared in the meta.xml <min_mta_version> section. e.g. <min_mta_version client="1.3.0-9.04555" />


Example 1: This example create weapon and firing.

function createMinigunWeapon()
    local x, y, z = getElementPosition(getLocalPlayer())
    local weapon = createWeapon("minigun", x, y, z + 1)
    setWeaponClipAmmo ( weapon,99999)
    setWeaponState ( weapon,"firing")
addCommandHandler("createminigun", createMinigunWeapon)

See Also