GiveWeapon: Difference between revisions
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__NOTOC__ | __NOTOC__ | ||
{{Server function}} | {{Server function}} | ||
giveWeapon gives a specified weapon to a certain player. There is an optional argument to specify ammunition. For example, a melee weapon doesn't need an ammo argument. | giveWeapon gives a specified weapon to a certain player or ped. There is an optional argument to specify ammunition. For example, a melee weapon doesn't need an ammo argument. | ||
==Syntax== | ==Syntax== |
Revision as of 09:22, 17 June 2009
giveWeapon gives a specified weapon to a certain player or ped. There is an optional argument to specify ammunition. For example, a melee weapon doesn't need an ammo argument.
Syntax
giveWeapon ( player thePlayer, int weapon, [ int ammo=30, bool setAsCurrent=false ] )
Required Arguments
- thePlayer: A player object referencing the specified player
- weapon: A whole number integer that refers to a Weapon ID. Click here for a list of possible weapon IDs.
Optional Arguments
NOTE: When using optional arguments, you might need to supply all arguments before the one you wish to use. For more information on optional arguments, see optional arguments.
- ammo: A whole number integer serving as the ammo amount for the given weapon. For weapons that do not require ammo, such as melee, this should be at least 1.
- setAsCurrent: A boolean value determining whether or not the weapon will be set as the players current.
Example
Example 1: This example gives a player an M4 with 200 ammo whenever they spawn.
function giveWeaponsOnSpawn ( theSpawnpont, theTeam ) giveWeapon ( source, 31, 200 ) -- Gives the M4 weapon with 200 ammo end addEventHandler ( "onPlayerSpawn", getRootElement(), giveWeaponsOnSpawn ) -- attach the event handler
Example 2: This example adds a "give" command in console which allows giving of any weapon by entering "give <id> <amount>".
function consoleGive ( thePlayer, commandName, weaponID, ammo ) local status = giveWeapon ( thePlayer, weaponID, ammo, true ) -- attempt to give the weapon, forcing it as selected weapon if ( not status ) then -- if it was unsuccessful outputConsole ( "Failed to give weapon.", thePlayer ) -- tell the player end end addCommandHandler ( "give", consoleGive )
See Also
- getWeaponProperty
- getPickupWeapon
- getOriginalWeaponProperty
- getSlotFromWeapon
- getWeaponIDFromName
- getWeaponNameFromID
- setWeaponAmmo
- setWeaponProperty