CreateWeapon: Difference between revisions
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===Returns=== | ===Returns=== | ||
Returns a [[Element/Weapon|custom weapon]] element, which represents a weapon | Returns a [[Element/Weapon|custom weapon]] element, which represents a weapon floating at that position. | ||
==Requirements== | ==Requirements== |
Revision as of 12:40, 15 December 2015
Creates a custom weapon that can fire bullets. Do not confuse this with player held weapons.
Tip: Some weapons (such as the minigun) visually point to a slightly different direction to where they fire. To adjust this, use setWeaponProperty with 'fire_rotation'. See the example below. |
Syntax
weapon createWeapon ( string theType, float x, float y, float z )
OOP Syntax Help! I don't understand this!
- Method: Weapon(...)
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
Returns a custom weapon element, which represents a weapon floating at that position.
Requirements
This template will be deleted.
Example
This example adds a /createminigun command to create a weapon that is always firing.
function createMinigunWeapon() -- Create the weapon 1 meter above the player local x, y, z = getElementPosition(getLocalPlayer()) local weapon = createWeapon("minigun", x, y, z + 1) -- Give it some ammo and fire it setWeaponClipAmmo(weapon, 99999) setWeaponState(weapon, "firing") -- Optionally adjust for model rotation (this value will be different for other weapons) setWeaponProperty(weapon, "fire_rotation", 0, -30, 0) end addCommandHandler("createminigun", createMinigunWeapon)