GetWeaponState: Difference between revisions
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__NOTOC__ | __NOTOC__ | ||
{{Client function}} | {{Client function}} | ||
This function gets the state of a [[Element/Weapon|custom weapon]]. | |||
==Syntax== | ==Syntax== | ||
<syntaxhighlight lang="lua">string getWeaponState ( theWeapon )</syntaxhighlight> | <syntaxhighlight lang="lua">string getWeaponState ( weapon theWeapon )</syntaxhighlight> | ||
{{OOP||[[Element/Weapon|weapon]]:getState|state|setWeaponState}} | |||
===Required | ===Required arguments=== | ||
* '''theWeapon:''' | * '''theWeapon:''' the [[Element/Weapon|weapon]] to get the state of. | ||
===Returns=== | ===Returns=== | ||
* A [[string]] if the [[Element/Weapon|weapon]] is valid, indicating the weapon state, which can be: | |||
** '''reloading''': the weapon is reloading. | |||
** '''firing''': the weapon is constantly shooting (unless any shooting blocking flags are set) according to its assigned firing rate. | |||
** '''ready''': the weapon is idle. | |||
* ''false'' if an error occured or the [[Element/Weapon|weapon]] is invalid. | |||
==Example== | |||
This example creates a gun where the local player is and informs any player about its state. | |||
<syntaxhighlight lang="lua">local function testWeaponState() | |||
local weapon = createWeapon("m4", getElementPosition(localPlayer)) -- Create the weapon | |||
outputChatBox("The weapon that has just been created state is " .. getWeaponState(weapon) .. ".") -- Tell the player its state | |||
end | |||
addEventHandler("onClientResourceStart", resourceRoot, testWeaponState) | |||
</syntaxhighlight> | |||
==See also== | |||
==See | |||
{{Client weapon creation functions}} | {{Client weapon creation functions}} |
Latest revision as of 17:08, 7 November 2024
This function gets the state of a custom weapon.
Syntax
string getWeaponState ( weapon theWeapon )
OOP Syntax Help! I don't understand this!
- Method: weapon:getState(...)
- Variable: .state
- Counterpart: setWeaponState
Required arguments
- theWeapon: the weapon to get the state of.
Returns
- A string if the weapon is valid, indicating the weapon state, which can be:
- reloading: the weapon is reloading.
- firing: the weapon is constantly shooting (unless any shooting blocking flags are set) according to its assigned firing rate.
- ready: the weapon is idle.
- false if an error occured or the weapon is invalid.
Example
This example creates a gun where the local player is and informs any player about its state.
local function testWeaponState() local weapon = createWeapon("m4", getElementPosition(localPlayer)) -- Create the weapon outputChatBox("The weapon that has just been created state is " .. getWeaponState(weapon) .. ".") -- Tell the player its state end addEventHandler("onClientResourceStart", resourceRoot, testWeaponState)
See also
- createWeapon
- fireWeapon
- getWeaponAmmo
- getWeaponClipAmmo
- getWeaponFiringRate
- getWeaponFlags
- getWeaponOwner
- getWeaponProperty
- getWeaponState
- getWeaponTarget
- resetWeaponFiringRate
- setWeaponAmmo
- setWeaponClipAmmo
- setWeaponFiringRate
- setWeaponFlags
- setWeaponProperty
- setWeaponState
- setWeaponTarget