SetWeaponAmmo: Difference between revisions
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[[ru:setWeaponAmmo]] | [[ru:setWeaponAmmo]] |
Revision as of 17:18, 23 December 2014
Click to collapse [-]
setWeaponAmmoSets the ammo to a certain amount for a specified weapon (if they already have it), regardless of current ammo.
Syntax
bool setWeaponAmmo ( player thePlayer, int weapon, int totalAmmo, [int ammoInClip = 0] )
Required Arguments
- thePlayer: A player object referencing the specified player
- weapon: A whole number integer that refers to a weapon ID.
- totalAmmo: A whole number integer serving as the total ammo amount for the given weapon (including ammo in clip).
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.
- ammoInClip: The amount of ammo to set in the player's clip. This will be taken from the main ammo. If left unspecified or set to 0, the current clip will remain.
Returns
Returns a boolean value true or false that tells you if it was successful or not.
Example
local randPlayer = getRandomPlayer() -- Get a random player giveWeapon(randPlayer,35,100) -- Give them a rocket launcher with 100 rockets. setWeaponAmmo(randPlayer,35,50) -- Decide we're only going to give them 50 rockets.
Click to collapse [-]
setWeaponAmmo (custom weapons)Set the ammo of a custom weapon which was created through createWeapon.
Syntax
bool setWeaponAmmo ( weapon theWeapon, int ammo )
OOP Syntax Help! I don't understand this!
- Method: weapon:setAmmo(...)
- Variable: .ammo
- Counterpart: getWeaponAmmo
Required arguments
- theWeapon: The weapon to set the ammo of.
- ammo: The total ammo amount for the given weapon (including ammo in clip).
Returns
Returns true on success, false otherwise.
Requirements
This template will be deleted.
See also
- getWeaponProperty
- getPickupWeapon
- getOriginalWeaponProperty
- getSlotFromWeapon
- getWeaponIDFromName
- getWeaponNameFromID
- setWeaponAmmo
- setWeaponProperty