CreateWeapon: Difference between revisions
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==Examples == | ==Examples == | ||
<section name=" | <section name="Client" class="client" show="true"> | ||
'''Example 1:''' This example create weapon and firing. | '''Example 1:''' This example create weapon and firing. | ||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> |
Revision as of 20:34, 26 August 2013
This article needs checking. | |
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.
Syntax
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
Returns a custom weapon element type and creates a simulated weapon at that position.
Requirements
This template will be deleted.
Examples
Click to collapse [-]
ClientExample 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") end addCommandHandler("createminigun", createMinigunWeapon)