SetWeaponProperty: Difference between revisions
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This example makes the silenced pistol dual wielded at pro skill level | This example makes the silenced pistol dual wielded at pro skill level | ||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
setWeaponProperty(23, "pro", "flags", 0x000800) | setWeaponProperty(23, "pro", "flags", 0x000800) -- Warning - Depends on the current flag setting | ||
setWeaponProperty(23, "pro", "flags", 0x000002) | setWeaponProperty(23, "pro", "flags", 0x000002) -- Warning - Depends on the current flag setting | ||
setWeaponProperty(23, "pro", "maximum_clip_ammo", 34) | setWeaponProperty(23, "pro", "maximum_clip_ammo", 34) | ||
</syntaxhighlight> | </syntaxhighlight> | ||
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<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
setWeaponProperty("minigun", "pro", "maximum_clip_ammo", 1000) | setWeaponProperty("minigun", "pro", "maximum_clip_ammo", 1000) | ||
</syntaxhighlight> | |||
This turns off auto aim for all weapons | |||
<syntaxhighlight lang="lua"> | |||
function setAutoAimForAllWeapons( bEnable ) | |||
weaponList = { "colt 45", "silenced", "deagle", "shotgun", "sawed-off", "combat shotgun", "uzi", "mp5", "ak-47", "m4", "tec-9", "rifle", "sniper", "minigun" } | |||
for _,weapon in ipairs( weaponList ) do | |||
for _,skill in ipairs( { "poor", "std", "pro" } ) do | |||
setWeaponPropertyFlag( weapon, skill, 0x0001, not bEnable ) | |||
end | |||
end | |||
end | |||
-- Set or clear an individual weapon flag bit | |||
function setWeaponPropertyFlag( weapon, skill, flagBit, bSet ) | |||
local bIsSet = bitAnd( getWeaponProperty(weapon, skill, "flags"), flagBit ) ~= 0 | |||
if bIsSet ~= bSet then | |||
setWeaponProperty(weapon, skill, "flags", flagBit) | |||
end | |||
end | |||
-- Turn off auto aim | |||
setAutoAimForAllWeapons( false ) | |||
</syntaxhighlight> | </syntaxhighlight> | ||
Revision as of 04:22, 12 February 2014
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/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 Note: Changing the standard M4 stat will change how much damage vehicle guns (e.g: Rustler) do.
- "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) -- Warning - Depends on the current flag setting setWeaponProperty(23, "pro", "flags", 0x000002) -- Warning - Depends on the current flag setting 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)
This turns off auto aim for all weapons
function setAutoAimForAllWeapons( bEnable ) weaponList = { "colt 45", "silenced", "deagle", "shotgun", "sawed-off", "combat shotgun", "uzi", "mp5", "ak-47", "m4", "tec-9", "rifle", "sniper", "minigun" } for _,weapon in ipairs( weaponList ) do for _,skill in ipairs( { "poor", "std", "pro" } ) do setWeaponPropertyFlag( weapon, skill, 0x0001, not bEnable ) end end end -- Set or clear an individual weapon flag bit function setWeaponPropertyFlag( weapon, skill, flagBit, bSet ) local bIsSet = bitAnd( getWeaponProperty(weapon, skill, "flags"), flagBit ) ~= 0 if bIsSet ~= bSet then setWeaponProperty(weapon, skill, "flags", flagBit) end end -- Turn off auto aim setAutoAimForAllWeapons( false )
Requirements
This template will be deleted.
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" ):
- "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: 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
- getWeaponProperty
- getPickupWeapon
- getOriginalWeaponProperty
- getSlotFromWeapon
- getWeaponIDFromName
- getWeaponNameFromID
- setWeaponAmmo
- setWeaponProperty