OnPlayerWeaponSwitch
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This event is triggered whenever a 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 previousWeaponID, int currentWeaponID
- previousWeaponID: An integer representing the weapon that was switched from.
- currentWeaponID: An integer representing the weapon that was switched to.
Source
The source of this event is the player that switched his weapon.
Example
This example disables use of the minigun upon switch. It should be noted that this can be done more efficiently clientside.
Cancel effect
If this event is canceled, then the player's weapon won't be switched. If this event has been caused by giveWeapon or takeWeapon, then the player won't receive/lose the weapon.
WeaponID = { [31] = true, [36] = true, [38] = true, } --add an event handler for onPlayerWeaponSwitch addEventHandler ( 'onPlayerWeaponSwitch', getRootElement ( ), function ( previousWeaponID, currentWeaponID ) if ( WeaponID[currentWeaponID] ) then toggleControl ( source, 'fire', false ) --disable the fire button else toggleControl ( source, 'fire', true ) --enable it end end )
See Also
Player events
- onPlayerACInfo
- onPlayerBan
- onPlayerChangeNick
- onPlayerChat
- onPlayerClick
- onPlayerCommand
- onPlayerConnect
- onPlayerContact
- onPlayerDamage
- onPlayerJoin
- onPlayerLogin
- onPlayerLogout
- onPlayerMarkerHit
- onPlayerMarkerLeave
- onPlayerModInfo
- onPlayerMute
- onPlayerNetworkStatus
- onPlayerPickupHit
- onPlayerPickupLeave
- onPlayerPickupUse
- onPlayerPrivateMessage
- onPlayerQuit
- onPlayerScreenShot
- onPlayerSpawn
- onPlayerStealthKill
- onPlayerTarget
- onPlayerUnmute
- onPlayerVehicleEnter
- onPlayerVehicleExit
- onPlayerVoiceStart
- onPlayerVoiceStop
- onPlayerWasted
- onPlayerWeaponFire
- onPlayerWeaponSwitch
Event functions
- addEvent
- addEventHandler
- cancelEvent
- cancelLatentEvent
- getEventHandlers
- getLatentEventHandles
- getLatentEventStatus
- removeEventHandler
- triggerEvent
- wasEventCancelled