SetWeaponProperty: Difference between revisions

From Multi Theft Auto: Wiki
Jump to navigation Jump to search
No edit summary
No edit summary
Line 9: Line 9:
==Required Arguments==
==Required Arguments==
*'''weaponID:''' The ID or name of the [[Weapons|weapon]] you want to set a property of. Names can be:
*'''weaponID:''' The ID or name of the [[Weapons|weapon]] you want to set a property of. Names can be:
{{Weapon Types}}
{{Some Weapon Types}}
*'''weaponSkill:''' Either: "pro", "std" or "poor". The player must have this skill level set to have the effect.
*'''weaponSkill:''' Either: "pro", "std" or "poor". The player must have this skill level set to have the effect.
*'''property:''' The property you want to set the value of:
*'''property:''' The property you want to set the value of:

Revision as of 00:01, 18 October 2012

Click to collapse [-]
setWeaponProperty

This function sets the weapon property of the specified weapons specified weapon type. See lower down the page for documentation related to weapon creation.

Syntax

bool setWeaponProperty ( int weaponID/string weaponName, string weaponSkill, string property/int property, int/float theValue )

Required Arguments

  • weaponID: The ID or name of the weapon you want to set a property of. Names can be:
  • grenade
  • teargas
  • molotov
  • colt 45
  • silenced
  • deagle
  • shotgun
  • sawed-off
  • combat shotgun
  • uzi
  • mp5
  • ak-47
  • m4
  • tec-9
  • rifle
  • sniper
  • rocket launcher
  • rocket launcher hs
  • flamethrower
  • minigun
  • satchel
  • bomb
  • spraycan
  • fire extinguisher
  • camera
  • weaponSkill: Either: "pro", "std" or "poor". The player must have this skill level set to have the effect.
  • property: The property you want to set the value of:
    • "weapon_range" - float
    • "target_range" - float
    • "accuracy" - float
    • "damage" - int
    • "maximum_clip_ammo" - int
    • "move_speed" - float
    • "flags" - int (specify a flag to toggle it on/off) See Weapon Flags
    • "anim_loop_start" - float
    • "anim_loop_stop" - float
    • "anim_loop_bullet_fire" - float
    • "anim2_loop_start" - float
    • "anim2_loop_stop" - float
    • "anim2_loop_bullet_fire" - float
    • "anim_breakout_time" - float
  • theValue: The value to set the property to.

Returns

On success:

bool: Returns true if the weapon property was successfully set

On failure:

bool: Returns false if the weapon property was unable to be set

Example

This example sets the weapon range of the M4 at poor skill level to 75

local rangeSet = setWeaponProperty(31, "poor", "weapon_range", 75)
if (rangeSet) then
    outputChatBox("M4 range at poor skill is set now 75!")
end

This example makes the silenced pistol dual wielded at pro skill level

setWeaponProperty(23, "pro", "flags", 0x000800)
setWeaponProperty(23, "pro", "flags", 0x000002)
setWeaponProperty(23, "pro", "maximum_clip_ammo", 34)

This examples doubles the range of the colt 45 hand gun

setWeaponProperty(22, "poor", "weapon_range", 70)
setWeaponProperty(22, "std", "weapon_range", 70)
setWeaponProperty(22, "pro", "weapon_range", 70)

This example makes the minigun able to fire all its ammo without the short reload time

setWeaponProperty("minigun", "pro", "maximum_clip_ammo", 1000)

Requirements

This template will be deleted.

Click to collapse [-]
setWeaponProperty

Syntax (weapon creation)

bool setWeaponProperty ( weapon theWeapon, string strProperty, value theValue )

Required Arguments

  • theWeapon the weapon to change the property of
  • strProperty the property to edit such as damage per hit ( "damage" )
  • theValue whatever you wish to set it to ( different properties use different data types so damage could be an int where as accuracy is a float )

Sets an individual weapons property. Only a handful of useful properties are supported now and it uses the same property names as setWeaponProperty server side.

Returns true if the property was set.

Requirements

This template will be deleted.

See Also