SetWeaponFlags: Difference between revisions
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__NOTOC__ | __NOTOC__ | ||
{{Client function}} | {{Client function}} | ||
This function sets a [[Element/Weapon|custom weapon]] flags, used to change how it behaves or finds a possible target to shoot. | |||
{{Note|Do not confuse this function with [[setWeaponProperty]]. Although [[setWeaponProperty]] works with player-held weapons and custom weapons (in a limited extent), this function does not work with player-held weapons.}} | |||
==Syntax== | ==Syntax== | ||
<syntaxhighlight lang="lua">bool setWeaponFlags ( theWeapon, string theFlag, | <syntaxhighlight lang="lua">bool setWeaponFlags ( weapon theWeapon, string theFlag, bool enable )</syntaxhighlight> | ||
{{OOP||[[Element/Weapon|weapon]]:setFlags||getWeaponFlags}} | |||
===Required Arguments=== | ===Required Arguments=== | ||
* '''theWeapon:''' the weapon to set the flag of | * '''theWeapon:''' the [[Element/Weapon|weapon element]] to set the flag of. | ||
* '''theFlag:''' the weapon flag to | * '''theFlag:''' the weapon flag to change (all of them can be ''true'' or ''false''): | ||
** | ** '''disable_model''': makes the weapon and muzzle effect invisible or not. | ||
** flags | ** '''flags''': configures the flags used to get where the gun shoots at. They are based on [[processLineOfSight]]'s. You have to specify all the eight flags for the function to succeed. These flags are (by order): | ||
** | *** '''checkBuildings''': allows the shoot to be blocked by GTA's internally placed buildings, i.e. the world map. | ||
** | *** '''checkCarTires''': allows the shoot to be blocked by [[vehicle]] tires. | ||
** | *** '''checkDummies''': allows the shoot to be blocked by GTA's internal dummies. These are not used in the current MTA version so this argument can be set to ''false''. | ||
** | *** '''checkObjects''': allows the shoot to be blocked by [[object|objects]]. | ||
** | *** '''checkPeds''': allows the shoot to be blocked by [[ped|peds]] and [[player|players]]. | ||
** | *** '''checkVehicles''': allows the shoot to be blocked by [[vehicle|vehicles]]. | ||
** | *** '''checkSeeThroughStuff''': allows the shoot to be blocked by translucent game objects, e.g. glass. | ||
** | *** '''checkShootThroughStuff''': allows the shoot to be blocked by things that can be shot through. | ||
** | ** '''instant_reload''': if enabled, the weapon will reload instantly rather than waiting the reload time until shooting again. | ||
** | ** '''shoot_if_out_of_range''': if enabled, the weapon will still fire its target beyond the weapon range distance. | ||
** | ** '''shoot_if_blocked''': if enabled, the weapon will still fire its target even if it's blocked by something. | ||
* ''' | * '''enable''': whether to enable or disable the specified flag. | ||
===Returns=== | ===Returns=== | ||
Returns ''true'' | Returns ''true'' if all arguments are valid and the flags where changed; ''false'' otherwise. | ||
== | ==Example== | ||
This example creates a minigun that will kill any player who approaches the center of the map, no matter if he takes cover or not. | |||
<syntaxhighlight lang="lua">local function setupDeadlyWeapon() | |||
local weapon = createWeapon("minigun", 0, 0, 10) -- Create the minigun | |||
setWeaponTarget(weapon, localPlayer) -- Set the weapon target to the local player | |||
setWeaponFlags(weapon, "flags", false, false, false, false, false, false, false, false) -- Allow the weapon to shoot through everything | |||
end | |||
addEventHandler("onClientResourceStart", resourceRoot, setupDeadlyWeapon)</syntaxhighlight> | |||
==See | ==Issues== | ||
{{Deprecated items|3.0141|1.4.1|{{Issues|{{Issue|8686|setWeaponFlags(weapon, "flags") always returns false, but getWeaponFlags(weapon, "flags") works correctly}}}}}} | |||
==See also== | |||
{{Client weapon creation functions}} | {{Client weapon creation functions}} | ||
Latest revision as of 17:06, 7 November 2024
This function sets a custom weapon flags, used to change how it behaves or finds a possible target to shoot.
Syntax
bool setWeaponFlags ( weapon theWeapon, string theFlag, bool enable )
OOP Syntax Help! I don't understand this!
- Method: weapon:setFlags(...)
- Counterpart: getWeaponFlags
Required Arguments
- theWeapon: the weapon element to set the flag of.
- theFlag: the weapon flag to change (all of them can be true or false):
- disable_model: makes the weapon and muzzle effect invisible or not.
- flags: configures the flags used to get where the gun shoots at. They are based on processLineOfSight's. You have to specify all the eight flags for the function to succeed. These flags are (by order):
- checkBuildings: allows the shoot to be blocked by GTA's internally placed buildings, i.e. the world map.
- checkCarTires: allows the shoot to be blocked by vehicle tires.
- checkDummies: allows the shoot to be blocked by GTA's internal dummies. These are not used in the current MTA version so this argument can be set to false.
- checkObjects: allows the shoot to be blocked by objects.
- checkPeds: allows the shoot to be blocked by peds and players.
- checkVehicles: allows the shoot to be blocked by vehicles.
- checkSeeThroughStuff: allows the shoot to be blocked by translucent game objects, e.g. glass.
- checkShootThroughStuff: allows the shoot to be blocked by things that can be shot through.
- instant_reload: if enabled, the weapon will reload instantly rather than waiting the reload time until shooting again.
- shoot_if_out_of_range: if enabled, the weapon will still fire its target beyond the weapon range distance.
- shoot_if_blocked: if enabled, the weapon will still fire its target even if it's blocked by something.
- enable: whether to enable or disable the specified flag.
Returns
Returns true if all arguments are valid and the flags where changed; false otherwise.
Example
This example creates a minigun that will kill any player who approaches the center of the map, no matter if he takes cover or not.
local function setupDeadlyWeapon() local weapon = createWeapon("minigun", 0, 0, 10) -- Create the minigun setWeaponTarget(weapon, localPlayer) -- Set the weapon target to the local player setWeaponFlags(weapon, "flags", false, false, false, false, false, false, false, false) -- Allow the weapon to shoot through everything end addEventHandler("onClientResourceStart", resourceRoot, setupDeadlyWeapon)
Issues
See also
- createWeapon
- fireWeapon
- getWeaponAmmo
- getWeaponClipAmmo
- getWeaponFiringRate
- getWeaponFlags
- getWeaponOwner
- getWeaponProperty
- getWeaponState
- getWeaponTarget
- resetWeaponFiringRate
- setWeaponAmmo
- setWeaponClipAmmo
- setWeaponFiringRate
- setWeaponFlags
- setWeaponProperty
- setWeaponState
- setWeaponTarget