FireWeapon: Difference between revisions
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__NOTOC__ | __NOTOC__ | ||
{{Client function}} | {{Client function}} | ||
Fires one shot from a custom weapon. | Fires one shot from a [[Element/Weapon|custom weapon]]. | ||
==Syntax== | ==Syntax== | ||
<syntaxhighlight lang="lua">bool fireWeapon ( weapon theWeapon )</syntaxhighlight> | <syntaxhighlight lang="lua">bool fireWeapon ( weapon theWeapon )</syntaxhighlight> | ||
{{OOP||[[Element/Weapon|weapon]]:fire}} | |||
===Required Arguments=== | ===Required Arguments=== | ||
Line 12: | Line 13: | ||
Returns ''true'' if the shot weapon is valid and therefore the shot was fired, ''false'' otherwise. | Returns ''true'' if the shot weapon is valid and therefore the shot was fired, ''false'' otherwise. | ||
== | ==Example== | ||
<section name="Example 1" class="client" show="true"> | |||
This function creates and fires a weapon. | |||
<syntaxhighlight lang="lua"> | |||
function createAndFire() | |||
local weaponElement = createWeapon("mp5", 0, 0, 3) -- Create a MP5 at the coordinates 0, 0, 3 | |||
==See | fireWeapon(weaponElement) -- Fire the weapon we spawned | ||
end | |||
addEventHandler("onClientResourceStart", resourceRoot, createAndFire) | |||
</syntaxhighlight> | |||
</section> | |||
<section name="Example 2" class="client" show="true"> | |||
This example will create an M4, attach it to the local player and fire it every frame. Be aware that neither the weapon nor the shots are synced between players and that normally weapons don't fire every frame. | |||
<syntaxhighlight lang="lua"> | |||
local weaponElement = nil | |||
function onClientResourceStart() | |||
weaponElement = createWeapon("m4", 0, 0, 0) -- when the resource starts, create the M4 and attach it to the local player with an offset to place it above their head facing forwards | |||
attachElements(weaponElement, localPlayer, 0, 0, 1, 0, 0, 90) | |||
end | |||
addEventHandler("onClientResourceStart", resourceRoot, onClientResourceStart) | |||
function onClientRender() -- fire the M4 every frame using the "onClientRender" event | |||
fireWeapon(weaponElement) | |||
end | |||
addEventHandler("onClientRender", root, onClientRender) | |||
</syntaxhighlight> | |||
</section> | |||
==See also== | |||
{{Client weapon creation functions}} | {{Client weapon creation functions}} |
Latest revision as of 17:07, 7 November 2024
Fires one shot from a custom weapon.
Syntax
bool fireWeapon ( weapon theWeapon )
OOP Syntax Help! I don't understand this!
- Method: weapon:fire(...)
Required Arguments
- theWeapon: The weapon to be fired.
Returns
Returns true if the shot weapon is valid and therefore the shot was fired, false otherwise.
Example
Click to collapse [-]
Example 1This function creates and fires a weapon.
function createAndFire() local weaponElement = createWeapon("mp5", 0, 0, 3) -- Create a MP5 at the coordinates 0, 0, 3 fireWeapon(weaponElement) -- Fire the weapon we spawned end addEventHandler("onClientResourceStart", resourceRoot, createAndFire)
Click to collapse [-]
Example 2This example will create an M4, attach it to the local player and fire it every frame. Be aware that neither the weapon nor the shots are synced between players and that normally weapons don't fire every frame.
local weaponElement = nil function onClientResourceStart() weaponElement = createWeapon("m4", 0, 0, 0) -- when the resource starts, create the M4 and attach it to the local player with an offset to place it above their head facing forwards attachElements(weaponElement, localPlayer, 0, 0, 1, 0, 0, 90) end addEventHandler("onClientResourceStart", resourceRoot, onClientResourceStart) function onClientRender() -- fire the M4 every frame using the "onClientRender" event fireWeapon(weaponElement) end addEventHandler("onClientRender", root, onClientRender)
See also
- createWeapon
- fireWeapon
- getWeaponAmmo
- getWeaponClipAmmo
- getWeaponFiringRate
- getWeaponFlags
- getWeaponOwner
- getWeaponProperty
- getWeaponState
- getWeaponTarget
- resetWeaponFiringRate
- setWeaponAmmo
- setWeaponClipAmmo
- setWeaponFiringRate
- setWeaponFlags
- setWeaponProperty
- setWeaponState
- setWeaponTarget