GetWeaponProperty: Difference between revisions

From Multi Theft Auto: Wiki
Jump to navigation Jump to search
No edit summary
No edit summary
Line 4: Line 4:
Only available in MTA:SA v1.2 and onwards.
Only available in MTA:SA v1.2 and onwards.
}}
}}
Page in the making.
This function gets the weapon property of the specified weapons specified weapon type.


==Syntax==
==Syntax==
<syntaxhighlight lang="lua">int getVehicleLightState ( vehicle theVehicle, int light )</syntaxhighlight>
<syntaxhighlight lang="lua">int theValue = getWeaponProperty( int weaponID, string weaponType, string property)</syntaxhighlight>


==Required Arguments==
==Required Arguments==
*'''theVehicle:''' A handle to the [[vehicle]] that you wish to know the light state of.
*'''weaponID:''' The ID of the weapon you want to get info of see [[Weapons]]
*'''light:''' A whole number between 0 and 3
*'''weaponType:''' Either: "pro", "std" or "poor"
*'''property:''' The property you want to get the value of:
 
** "weapon_range"
** "target_range"
** "accuracy"
** "damage"
** "life_span" // Disabled for release
** "firing_speed" // Disabled for release
** "spread" // Disabled for release
** "maximum_clip_ammo" )
** "move_speed" )
** "flags" )
** "anim_group" ) // Disabled for release
** // Set is Disabled >= FIRETYPE - Move above WEAPON_TYPE_SET_DISABLED to re-enable and move it above here to make it less confusing.
** "fire_type"
** "model"
** "model2"
** "weapon_slot"
** "fire_offset"
** "skill_level"
** "required_skill_level"
** "anim_loop_start"
** "anim_loop_stop"
** "anim_loop_bullet_fire"
** "anim2_loop_start"
** "anim2_loop_stop"
** "anim2_loop_bullet_fire"
** "anim_breakout_time" 
** "radius" 
** "aim_offset"
** "default_combo"
** "combos_available"


==Returns==
==Returns==
Returns 0 (working) or 1 (broken)
On success:
 
'''int:''' The weapon property
 
On failure:
 
'''bool:''' False if the passed arguments were invalid


==Example==
==Example==
<syntaxhighlight lang="lua">newcar = createVehicle ( 520, 1024, 1024, 1024 )
This example gets the weapon range of the M4 at poor skill level
state = getVehicleLightState ( newcar, 0 )
<syntaxhighlight lang="lua">
outputChatBox ( "The front-left light state on this car: " .. state )</syntaxhighlight>
local range = getWeaponProperty(31, "poor", "weapon_range")
outputChatBox("M4 range at poor is: "..tostring(range))
</syntaxhighlight>


==See Also==
==See Also==
{{Vehicle functions}}
{{Weapon functions}}

Revision as of 00:01, 17 November 2011

Only available in MTA:SA v1.2 and onwards. This function gets the weapon property of the specified weapons specified weapon type.

Syntax

int theValue = getWeaponProperty( int weaponID, string weaponType, string property)

Required Arguments

  • weaponID: The ID of the weapon you want to get info of see Weapons
  • weaponType: Either: "pro", "std" or "poor"
  • property: The property you want to get the value of:
    • "weapon_range"
    • "target_range"
    • "accuracy"
    • "damage"
    • "life_span" // Disabled for release
    • "firing_speed" // Disabled for release
    • "spread" // Disabled for release
    • "maximum_clip_ammo" )
    • "move_speed" )
    • "flags" )
    • "anim_group" ) // Disabled for release
    • // Set is Disabled >= FIRETYPE - Move above WEAPON_TYPE_SET_DISABLED to re-enable and move it above here to make it less confusing.
    • "fire_type"
    • "model"
    • "model2"
    • "weapon_slot"
    • "fire_offset"
    • "skill_level"
    • "required_skill_level"
    • "anim_loop_start"
    • "anim_loop_stop"
    • "anim_loop_bullet_fire"
    • "anim2_loop_start"
    • "anim2_loop_stop"
    • "anim2_loop_bullet_fire"
    • "anim_breakout_time"
    • "radius"
    • "aim_offset"
    • "default_combo"
    • "combos_available"

Returns

On success:

int: The weapon property

On failure:

bool: False if the passed arguments were invalid

Example

This example gets the weapon range of the M4 at poor skill level

local range = getWeaponProperty(31, "poor", "weapon_range")
outputChatBox("M4 range at poor is: "..tostring(range))

See Also