GetWeaponFlags: Difference between revisions

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(Added OOP syntax and improved some things)
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{{Client function}}
{{Client function}}
{{Needs_Example}}
{{Needs_Example}}
Gets the flags of the custom weapon (used to determine what to hit)
This function gets the flags of a [[Element/Weapon|custom weapon]]. Please refer to [[setWeaponFlags]] for details.


==Syntax==
==Syntax==
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===Required Arguments===
===Required Arguments===
* '''theWeapon:''' The weapon to get the flag of.
* '''theWeapon:''' the weapon to get the flag of.
* '''theFlag:''' The weapon flag to get:
* '''theFlag:''' the weapon flag to get:
** bool disable_model disable the weapon model of the weapon
** '''disable_model''': makes the weapon and muzzle effect invisible or not.
** flags edit the processLineOfSight flags used to find the hit position
** '''flags''': configures the flags used to get where the gun shoots at. They are based on [[processLineOfSight]]'s. You have to specify all the eight flags for the function to succeed. These flags are (by order):
** bool checkBuildings
*** '''checkBuildings''': allows the shoot to be blocked by GTA's internally placed buildings, i.e. the world map.
** bool checkCarTires
*** '''checkCarTires''': allows the shoot to be blocked by [[vehicle]] tires.
** bool checkDummies
*** '''checkDummies''': allows the shoot to be blocked by GTA's internal dummies. These are not used in the current MTA version so this argument can be set to ''false''.
** bool checkObjects
*** '''checkObjects''': allows the shoot to be blocked by [[object|objects]].
** bool checkPeds
*** '''checkPeds''': allows the shoot to be blocked by [[ped|peds]] and [[player|players]].
** bool checkVehicles
*** '''checkVehicles''': allows the shoot to be blocked by [[vehicle|vehicles]].
** bool checkSeeThroughStuff
*** '''checkSeeThroughStuff''': allows the shoot to be blocked by translucent game objects, e.g. glass.
** bool checkShootThroughStuff
*** '''checkShootThroughStuff''': allows the shoot to be blocked by things that can be shot through.
** bool instant_reload reload the weapon instantly rather than doing a reload
** '''instant_reload''': if enabled, the weapon will reload instantly rather than waiting the reload time until shooting again.
** bool shoot_if_out_of_range shoot the target position if out of weapon range
** '''shoot_if_out_of_range''': if enabled, the weapon will still fire its target beyond the weapon range distance.
** bool shoot_if_blocked shoot the target position if blocked
** '''shoot_if_blocked''': if enabled, the weapon will still fire its target even if it's blocked by something.


===Returns===
===Returns===
Returns the ''value(s)'' on success (flags have 8 values), ''false'' otherwise.
Returns the ''true'' or ''false'' on success (''flags'' flag returns 8 values) if the flag is enabled or not. Returns ''false'' if the weapon element isn't valid or an error occured.


==Example==
==Example==
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{{Requirements|n/a|1.3.0-9.04555|}}
{{Requirements|n/a|1.3.0-9.04555|}}


==See Also==
==See also==
{{Client weapon creation functions}}
{{Client weapon creation functions}}

Revision as of 16:31, 23 December 2014

Accessories-text-editor.png Script Example Missing Function GetWeaponFlags needs a script example, help out by writing one.

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This function gets the flags of a custom weapon. Please refer to setWeaponFlags for details.

Syntax

value getWeaponFlags ( weapon theWeapon, string theFlag )

Required Arguments

  • theWeapon: the weapon to get the flag of.
  • theFlag: the weapon flag to get:
    • disable_model: makes the weapon and muzzle effect invisible or not.
    • flags: configures the flags used to get where the gun shoots at. They are based on processLineOfSight's. You have to specify all the eight flags for the function to succeed. These flags are (by order):
      • checkBuildings: allows the shoot to be blocked by GTA's internally placed buildings, i.e. the world map.
      • checkCarTires: allows the shoot to be blocked by vehicle tires.
      • checkDummies: allows the shoot to be blocked by GTA's internal dummies. These are not used in the current MTA version so this argument can be set to false.
      • checkObjects: allows the shoot to be blocked by objects.
      • checkPeds: allows the shoot to be blocked by peds and players.
      • checkVehicles: allows the shoot to be blocked by vehicles.
      • checkSeeThroughStuff: allows the shoot to be blocked by translucent game objects, e.g. glass.
      • checkShootThroughStuff: allows the shoot to be blocked by things that can be shot through.
    • instant_reload: if enabled, the weapon will reload instantly rather than waiting the reload time until shooting again.
    • shoot_if_out_of_range: if enabled, the weapon will still fire its target beyond the weapon range distance.
    • shoot_if_blocked: if enabled, the weapon will still fire its target even if it's blocked by something.

Returns

Returns the true or false on success (flags flag returns 8 values) if the flag is enabled or not. Returns false if the weapon element isn't valid or an error occured.

Example

--TODO

Requirements

This template will be deleted.

See also