GetWeaponState: Difference between revisions

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(Added a small example.)
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__NOTOC__
__NOTOC__
{{Client function}}
{{Client function}}
{{Needs Example}}
This function gets the state of a [[Element/Weapon|custom weapon]].
Get the state of the custom weapon.


==Syntax==
==Syntax==
<syntaxhighlight lang="lua">string getWeaponState ( weapon theWeapon )</syntaxhighlight>
<syntaxhighlight lang="lua">string getWeaponState ( weapon theWeapon )</syntaxhighlight>
{{OOP||[[Element/Weapon|weapon]]:getState|state|setWeaponState}}


===Required Arguments===
===Required arguments===
* '''theWeapon:''' The [[weapon]] to get the target of.
* '''theWeapon:''' the [[Element/Weapon|weapon]] to get the state of.


===Returns===
===Returns===
Returns a [[string]] indicating the weapon state, ''false'' otherwise.
* A [[string]] if the [[Element/Weapon|weapon]] is valid, indicating the weapon state, which can be:
* '''reloading''': The weapon is reloading
** '''reloading''': the weapon is reloading.
* '''firing''': The weapon will constantly fire ( unless any shooting blocking flags are set ) according to its assigned firing rate
** '''firing''': the weapon is constantly shooting (unless any shooting blocking flags are set) according to its assigned firing rate.
* '''ready''': The weapon is idle
** '''ready''': the weapon is idle.
* ''false'' if an error occured or the [[Element/Weapon|weapon]] is invalid.


==Example==
==Example==
This command will block players from reloading while they are still reloading
This example creates a gun where the local player is and informs any player about its state.
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">local function testWeaponState()
addCommandHandler ( "reload",
    local weapon = createWeapon("m4", getElementPosition(localPlayer)) -- Create the weapon
    function ( thePlayer )
    outputChatBox("The weapon that has just been created state is " .. getWeaponState(weapon) .. ".") -- Tell the player its state
        if ( getWeaponState ( getPedWeapon ( thePlayer ) ) == "reloading" ) then
end
            outputChatBox ( "You are still reloading...", thePlayer )
addEventHandler("onClientResourceStart", resourceRoot, testWeaponState)
            return
        end
        reloadPedWeapon ( thePlayer )
    end
)
</syntaxhighlight>
</syntaxhighlight>


==Requirements==
==See also==
{{Requirements|n/a|1.3.0-9.04555|}}
 
==See Also==
{{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