SetWeaponClipAmmo: Difference between revisions

From Multi Theft Auto: Wiki
Jump to navigation Jump to search
mNo edit summary
(Remove obsolete Requirements section)
 
(One intermediate revision by one other user not shown)
Line 12: Line 12:


===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==
Line 23: Line 23:
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