OnClientPlayerWeaponSwitch: Difference between revisions
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[[ | __NOTOC__ | ||
{{Client event}} | |||
This event is triggered whenever the local player's equipped '''[[weapon|weapon slot]]''' changes. This means giveWeapon and takeWeapon will trigger this event if the equipped slot is forced to change. | |||
==Parameters== | |||
== | |||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
int previousWeaponSlot, int currentWeaponSlot | |||
</syntaxhighlight> | </syntaxhighlight> | ||
*'''previousWeaponSlot''': An integer representing the previous [[weapon|weapon slot]] the player had before he switched. | |||
*'''currentWeaponSlot''': An integer representing the new [[weapon|weapon slot]] the player has after he switched. | |||
==Source== | |||
The [[event system#Event source|source]] of this event is the [[player]] who switched their weapon (Local player only) | |||
==Cancel effect== | |||
If this event is canceled, then the weapon will not be switched. | |||
==Example== | ==Example== | ||
This example | This example disables the use of aiming for the minigun. | ||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
-- | function disableMinigunOnSwitch(prevSlot, curSlot) | ||
if getPedWeapon(localPlayer, curSlot) == 38 then --if the switched weapon is the minigun | |||
-- | toggleControl("aim_weapon", false) --disable the aim button | ||
else --if it isnt the minigun | |||
toggleControl("aim_weapon", true) --renable the aim button | |||
end | |||
end | |||
addEventHandler("onClientPlayerWeaponSwitch", localPlayer, disableMinigunOnSwitch) | |||
</syntaxhighlight> | </syntaxhighlight> | ||
==See Also== | |||
===Client player events=== | |||
{{Client_player_events}} | |||
===Client event functions=== | |||
{{Client_event_functions}} |
Latest revision as of 07:48, 1 March 2021
This event is triggered whenever the local player's equipped weapon slot changes. This means giveWeapon and takeWeapon will trigger this event if the equipped slot is forced to change.
Parameters
int previousWeaponSlot, int currentWeaponSlot
- previousWeaponSlot: An integer representing the previous weapon slot the player had before he switched.
- currentWeaponSlot: An integer representing the new weapon slot the player has after he switched.
Source
The source of this event is the player who switched their weapon (Local player only)
Cancel effect
If this event is canceled, then the weapon will not be switched.
Example
This example disables the use of aiming for the minigun.
function disableMinigunOnSwitch(prevSlot, curSlot) if getPedWeapon(localPlayer, curSlot) == 38 then --if the switched weapon is the minigun toggleControl("aim_weapon", false) --disable the aim button else --if it isnt the minigun toggleControl("aim_weapon", true) --renable the aim button end end addEventHandler("onClientPlayerWeaponSwitch", localPlayer, disableMinigunOnSwitch)
See Also
Client player events
- onClientPlayerChangeNick
- onClientPlayerChoke
- onClientPlayerDamage
- onClientPlayerHeliKilled
- onClientPlayerHitByWaterCannon
- onClientPlayerJoin
- onClientPlayerPickupHit
- onClientPlayerPickupLeave
- onClientPlayerQuit
- onClientPlayerRadioSwitch
- onClientPlayerSpawn
- onClientPlayerStealthKill
- onClientPlayerStuntFinish
- onClientPlayerStuntStart
- onClientPlayerTarget
- onClientPlayerVehicleEnter
- onClientPlayerVehicleExit
- onClientPlayerVoicePause
- onClientPlayerVoiceResumed
- onClientPlayerVoiceStart
- onClientPlayerVoiceStop
- onClientPlayerWasted
- onClientPlayerWeaponFire
- onClientPlayerWeaponSwitch
Client event functions
- triggerLatentServerEvent
- triggerServerEvent
- Shared
- addEvent
- addEventHandler
- cancelEvent
- cancelLatentEvent
- getEventHandlers
- getLatentEventHandles
- getLatentEventStatus
- removeEventHandler
- triggerEvent
- wasEventCancelled