GetWeaponIDFromName: Difference between revisions

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===Required Arguments===  
===Required Arguments===  
*'''name:''' A [[string]] containing the name of the weapon.
*'''name:''' A [[string]] containing the name of the weapon. Names can be: (Case is ignored)
{{All Weapon Types}}


===Returns===
===Returns===
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==See Also==
==See Also==
{{Weapon functions}}
{{Weapon functions}}
[[ru:getWeaponIDFromName]]

Latest revision as of 18:11, 26 May 2017

This function will obtain the ID of a particular weapon from its name.

Syntax

int getWeaponIDFromName ( string name )             

Required Arguments

  • name: A string containing the name of the weapon. Names can be: (Case is ignored)
  • brassknuckle
  • golfclub
  • nightstick
  • knife
  • bat
  • shovel
  • poolstick
  • katana
  • chainsaw
  • dildo
  • vibrator
  • flower
  • cane
  • grenade
  • teargas
  • molotov
  • colt 45
  • silenced
  • deagle
  • shotgun
  • sawed-off
  • combat shotgun
  • uzi
  • mp5
  • ak-47
  • m4
  • tec-9
  • rifle
  • sniper
  • rocket launcher
  • rocket launcher hs
  • flamethrower
  • minigun
  • satchel
  • bomb
  • spraycan
  • fire extinguisher
  • camera
  • nightvision
  • infrared
  • parachute

Returns

Returns an int if the name matches that of a weapon, false otherwise.

Example

Click to collapse [-]
Server

This example will give the player the weapon they specify 20 ammo whenever they type "weapon name" into the console.

-- Define our function that will handle this command
function consoleGiveWeapon ( playerSource, commandName, weapName )
	-- If a player triggered it (rather than the admin) then
	if ( playerSource ) then
		-- Get the weapon ID from the name
		local weapID = getWeaponIDFromName ( weapName )
		-- If it's a valid weapon
		if ( weapID ) then
		 	-- Give the weapon to the player
			giveWeapon ( playerSource, weapID, 20 )
			-- Output it in the chat box
			outputChatBox ( "You got a " .. weapName, playerSource )
		else outputChatBox ( "Invalid weapon name." )
		end
	end
end
-- Register the command handler and attach it to the 'consoleGiveWeapon' function
addCommandHandler ( "weapon", consoleGiveWeapon )

See Also