SetPlayerWeaponSlot: Difference between revisions
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==Example== | ==Example== | ||
<section name="Server" class="server" show="true"> | |||
This example allows the player to type the command 'giveweapons', which gives the player a weapon for every slot. Instead of equipping the last given weapon, the script randomly decides which weapon to equip after all the weapons are given. | This example allows the player to type the command 'giveweapons', which gives the player a weapon for every slot. Instead of equipping the last given weapon, the script randomly decides which weapon to equip after all the weapons are given. | ||
<syntaxhighlight lang="lua">function givePlayerWeapons ( player, commandName ) | <syntaxhighlight lang="lua">function givePlayerWeapons ( player, commandName ) | ||
--Give the player a weapon for each slot | --Give the player a weapon for each slot | ||
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end | end | ||
addCommandHandler ( "giveweapons", givePlayerWeapons )</syntaxhighlight> | addCommandHandler ( "giveweapons", givePlayerWeapons )</syntaxhighlight> | ||
</section> | |||
==See Also== | ==See Also== | ||
{{Player functions}} | {{Player functions}} |
Revision as of 09:22, 11 October 2007
This function sets the player's weapon slot. This affects the current weapon.
Syntax
bool setPlayerWeaponSlot ( player theplayer, int weapon_slot )
Required Arguments
- theplayer: The player whose weapon slot you want to set *No player clientside
- weapon_slot: weapon slot to set
Weapon Slots
- 0: WEAPONSLOT_TYPE_UNARMED
- 1: WEAPONSLOT_TYPE_MELEE
- 2: WEAPONSLOT_TYPE_HANDGUN
- 3: WEAPONSLOT_TYPE_SHOTGUN
- 4: WEAPONSLOT_TYPE_SMG (used for driveby's)
- 5: WEAPONSLOT_TYPE_RIFLE
- 6: WEAPONSLOT_TYPE_SNIPER
- 7: WEAPONSLOT_TYPE_HEAVY
- 8: WEAPONSLOT_TYPE_THROWN
- 9: WEAPONSLOT_TYPE_SPECIAL
- 10: WEAPONSLOT_TYPE_GIFT
- 11: WEAPONSLOT_TYPE_PARACHUTE
- 12: WEAPONSLOT_TYPE_DETONATOR
Returns
Returns true if successful in setting the player's equipped weapon slot, false otherwise.
Example
Click to collapse [-]
ServerThis example allows the player to type the command 'giveweapons', which gives the player a weapon for every slot. Instead of equipping the last given weapon, the script randomly decides which weapon to equip after all the weapons are given.
function givePlayerWeapons ( player, commandName ) --Give the player a weapon for each slot giveWeapon ( player, 1, 1 ) giveWeapon ( player, 2, 1 ) giveWeapon ( player, 22, 1 ) giveWeapon ( player, 25, 1 ) giveWeapon ( player, 28, 1 ) giveWeapon ( player, 30, 1 ) giveWeapon ( player, 33, 1 ) giveWeapon ( player, 35, 1 ) giveWeapon ( player, 16, 1 ) giveWeapon ( player, 42, 1 ) giveWeapon ( player, 10, 1 ) giveWeapon ( player, 44, 1 ) giveWeapon ( player, 40, 1 ) --Randomly select which weapon to equip, slots 1 through 12 setPlayerWeaponSlot ( player, math.random ( 1, 12) ) end addCommandHandler ( "giveweapons", givePlayerWeapons )
See Also
- getPlayerTeam
- getPlayerBlurLevel
- setPlayerBlurLevel
- getPlayerSerial
- forcePlayerMap
- getPlayerScriptDebugLevel
- getPlayerFromName
- getPlayerMoney
- getPlayerName
- getPlayerNametagColor
- getPlayerNametagText
- getPlayerPing
- getPlayerWantedLevel
- givePlayerMoney
- isPlayerMapForced
- isPlayerNametagShowing
- setPlayerHudComponentVisible
- setPlayerMoney
- setPlayerNametagColor
- setPlayerNametagShowing
- setPlayerNametagText
- takePlayerMoney
- countPlayersInTeam
- getPlayersInTeam
- isVoiceEnabled
- setControlState
- getControlState