SetWeaponAmmo: Difference between revisions
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*'''ammoInClip:''' The amount of ammo to set in the player's clip. This will be taken from the main ammo. If left unspecified, the current clip will remain. | *'''ammoInClip:''' The amount of ammo to set in the player's clip. This will be taken from the main ammo. If left unspecified, the current clip will remain. | ||
}} | }} | ||
==Returns== | ==Returns== |
Revision as of 00:33, 2 March 2009
Sets 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 = current] )
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, the current clip will remain.
Returns
Returns a boolean value true or false that tells you if it was successful or not.
Example
This example will give players an M4 weapon with 200 ammo followed by 5 more ammo when they spawn.
-- TODO: Old code was outdated
See Also
- getWeaponProperty
- getPickupWeapon
- getOriginalWeaponProperty
- getSlotFromWeapon
- getWeaponIDFromName
- getWeaponNameFromID
- setWeaponAmmo
- setWeaponProperty