SetWeaponFiringRate: Difference between revisions

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__NOTOC__
__NOTOC__
{{Client function}}
{{Client function}}
{{Needs_Example}}
This function sets the firing rate to be used when a [[Element/Weapon|custom weapon]] is in ''firing'' state.
This function sets the firing rate to be used when a [[Element/Weapon|custom weapon]] is in ''firing'' state.


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===Returns===
===Returns===
Returns ''true'' on success, ''false'' otherwise.
Returns ''true'' on success, ''false'' otherwise.
==Example==
This example makes the Desert Eagle gun fire faster.
<syntaxhighlight lang="lua">
addEventHandler("onClientResourceStart", resourceRoot,
function()
  local weapon = createWeapon ("deagle",0,0,10) -- create the weapon (deagle)
  setWeaponAmmo(weapon,5000) -- set weapon ammo to 5000
  setWeaponState(weapon, "firing") -- in firing state.
  setWeaponFiringRate (weapon,2) -- change the weapon firing rate
end
)
</syntaxhighlight>


==Requirements==
==Requirements==

Revision as of 14:50, 4 July 2016

This function sets the firing rate to be used when a custom weapon is in firing state.

Syntax

bool setWeaponFiringRate ( weapon theWeapon, int firingRate )

OOP Syntax Help! I don't understand this!

Method: weapon:setFiringRate(...)
Variable: .firingRate
Counterpart: getWeaponFiringRate


Required Arguments

  • theWeapon: The weapon to modify the firing rate of.
  • firingRate: The weapon firing rate. It seems to be a kind of frecuency value, so the lower the quicker the custom weapon will shoot.

Returns

Returns true on success, false otherwise.

Example

This example makes the Desert Eagle gun fire faster.

addEventHandler("onClientResourceStart", resourceRoot,
function()
   local weapon = createWeapon ("deagle",0,0,10) -- create the weapon (deagle)
   setWeaponAmmo(weapon,5000) -- set weapon ammo to 5000
   setWeaponState(weapon, "firing") -- in firing state.
   setWeaponFiringRate (weapon,2) -- change the weapon firing rate
end
)

Requirements

This template will be deleted.

See also