GetWeaponFlags: Difference between revisions
Jump to navigation
Jump to search
mNo edit summary |
m (Fixed some Copy & Paste things) |
||
Line 2: | Line 2: | ||
{{Client function}} | {{Client function}} | ||
{{Needs_Example}} | {{Needs_Example}} | ||
This function gets the flags of a [[Element/Weapon|custom weapon]] | This function gets the flags of a [[Element/Weapon|custom weapon]]. | ||
==Syntax== | ==Syntax== | ||
Line 12: | Line 12: | ||
* '''theFlag:''' the weapon flag to get: | * '''theFlag:''' the weapon flag to get: | ||
** '''disable_model''': makes the weapon and muzzle effect invisible or not. | ** '''disable_model''': makes the weapon and muzzle effect invisible or not. | ||
** '''flags''': | ** '''flags''': returns the flags used to get where the gun shoots at. These flags are (by order): | ||
*** '''checkBuildings''': allows the shoot to be blocked by GTA's internally placed buildings, i.e. the world map. | *** '''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. | *** '''checkCarTires''': allows the shoot to be blocked by [[vehicle]] tires. | ||
Line 21: | Line 21: | ||
*** '''checkSeeThroughStuff''': allows the shoot to be blocked by translucent game objects, e.g. glass. | *** '''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. | *** '''checkShootThroughStuff''': allows the shoot to be blocked by things that can be shot through. | ||
** '''instant_reload''': if enabled, the weapon | ** '''instant_reload''': if enabled, the weapon reloads instantly rather than waiting the reload time until shooting again. | ||
** '''shoot_if_out_of_range''': if enabled, the weapon | ** '''shoot_if_out_of_range''': if enabled, the weapon still fires its target beyond the weapon range distance. | ||
** '''shoot_if_blocked''': if enabled, the weapon | ** '''shoot_if_blocked''': if enabled, the weapon still fires its target even if it's blocked by something. | ||
===Returns=== | ===Returns=== |
Revision as of 17:30, 23 December 2014
Script Example Missing Function GetWeaponFlags needs a script example, help out by writing one. | |
Before submitting check out Editing Guidelines Script Examples. |
This function gets the flags of a custom weapon.
Syntax
bool getWeaponFlags ( weapon theWeapon, string theFlag )
OOP Syntax Help! I don't understand this!
- Method: weapon:getFlags(...)
- Counterpart: setWeaponFlags
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: returns the flags used to get where the gun shoots at. 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 reloads instantly rather than waiting the reload time until shooting again.
- shoot_if_out_of_range: if enabled, the weapon still fires its target beyond the weapon range distance.
- shoot_if_blocked: if enabled, the weapon still fires 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
- createWeapon
- fireWeapon
- getWeaponAmmo
- getWeaponClipAmmo
- getWeaponFiringRate
- getWeaponFlags
- getWeaponOwner
- getWeaponProperty
- getWeaponState
- getWeaponTarget
- resetWeaponFiringRate
- setWeaponAmmo
- setWeaponClipAmmo
- setWeaponFiringRate
- setWeaponFlags
- setWeaponProperty
- setWeaponState
- setWeaponTarget