CreateWeapon: Difference between revisions
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m (→Examples: No point of the section as it's already a client function) |
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{{Client function}} | {{Client function}} | ||
Creates a custom weapon that can fire bullets not related to player held weapons. | Creates a custom weapon that can fire bullets not related to player held weapons. | ||
'' | {{Tip|Some models such a minigun point in a slightly different direction to where they fire. To adjust for this, use [[setWeaponProperty]] with 'fire_rotation'. See example below.}} | ||
==Syntax== | ==Syntax== | ||
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setWeaponClipAmmo ( weapon,99999) | setWeaponClipAmmo ( weapon,99999) | ||
setWeaponState ( weapon,"firing") | setWeaponState ( weapon,"firing") | ||
-- Optionally adjust for model rotation (This value will be different for other weapons) | |||
setWeaponProperty( weapon, "fire_rotation", 0, -30, 0 ); | |||
end | end | ||
addCommandHandler("createminigun", createMinigunWeapon) | addCommandHandler("createminigun", createMinigunWeapon) |
Revision as of 04:40, 20 July 2014
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.
Tip: Some models such a minigun point in a slightly different direction to where they fire. To adjust for this, use setWeaponProperty with 'fire_rotation'. See example below. |
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
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") -- Optionally adjust for model rotation (This value will be different for other weapons) setWeaponProperty( weapon, "fire_rotation", 0, -30, 0 ); end addCommandHandler("createminigun", createMinigunWeapon)