CreateWeapon: Difference between revisions

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{{Needs_Checking|"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.}}
__NOTOC__<!--{{Needs_Checking|"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.}}-->
__NOTOC__
{{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.

Revision as of 11:48, 26 July 2014

Creates a custom weapon that can fire bullets not related to player held weapons.

[[{{{image}}}|link=|]] 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)

See Also