SetWeaponClipAmmo: Difference between revisions

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==Syntax==
==Syntax==
<syntaxhighlight lang="lua">bool setWeaponClipAmmo ( weapon theWeapon, int clipAmmo )</syntaxhighlight>
<syntaxhighlight lang="lua">bool setWeaponClipAmmo ( weapon theWeapon, int clipAmmo )</syntaxhighlight>
{{OOP||[[Element/Weapon|weapon]]:setClipAmmo|clipAmmo|getWeaponClipAmmo}}


===Required Arguments===
===Required Arguments===
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===Returns===
===Returns===
This function returns ''true'' if the arguments are valid and the weapon clip ammo could be changed; ''fañse'' otherwise.
This function returns ''true'' if the arguments are valid and the weapon clip ammo could be changed; ''false'' otherwise.


==Example==
==Example==
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addCommandHandler("weapon", createWeaponWithLowClipAmmo)
addCommandHandler("weapon", createWeaponWithLowClipAmmo)
</syntaxhighlight>
</syntaxhighlight>
==Requirements==
{{Requirements|n/a|1.3.0-9.04555|}}


==See also==
==See also==
{{Client weapon creation functions}}
{{Client weapon creation functions}}

Latest revision as of 17:06, 7 November 2024

This function sets the ammo left in a custom weapon's magazine/clip.

Syntax

bool setWeaponClipAmmo ( weapon theWeapon, int clipAmmo )

OOP Syntax Help! I don't understand this!

Method: weapon:setClipAmmo(...)
Variable: .clipAmmo
Counterpart: getWeaponClipAmmo


Required Arguments

  • theWeapon: The weapon to set the clip ammo of.
  • clipAmmo: The amount of ammo in the clip.

Returns

This function returns true if the arguments are valid and the weapon clip ammo could be changed; false otherwise.

Example

This example adds a /weapon command that creates a M4 where the player uses it, and gives 1 clip ammo to it.

function createWeaponWithLowClipAmmo()
	local wep = createWeapon("m4", getElementPosition(localPlayer))
	setWeaponClipAmmo(wep, 1) -- Give the weapon 1 clip ammo, so it will reload at the next shoot.
end
addCommandHandler("weapon", createWeaponWithLowClipAmmo)

See also