SetWeaponProperty: Difference between revisions
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This turns off auto aim for all weapons | This example turns off auto aim for all weapons | ||
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function setAutoAimForAllWeapons( bEnable ) | function setAutoAimForAllWeapons( bEnable ) | ||
weaponList = { "colt 45", "silenced", "deagle", "shotgun", "sawed-off", "combat shotgun", "uzi", "mp5", "ak-47", "m4", "tec-9", "rifle", "sniper", "minigun" } | weaponList = { "colt 45", "silenced", "deagle", "shotgun", "sawed-off", "combat shotgun", "uzi", "mp5", "ak-47", "m4", "tec-9", "rifle", "sniper", "minigun" } | ||
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-- Turn off auto aim | -- Turn off auto aim | ||
setAutoAimForAllWeapons( false ) | setAutoAimForAllWeapons( false ) | ||
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Revision as of 04:25, 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 example 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
Minimum server version | 1.3 |
---|---|
Minimum client version | n/a |
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
Minimum server version | n/a |
---|---|
Minimum client version | 1.3.0-9.04555 |
See Also
Shared
- getWeaponProperty
- getPickupWeapon
- getOriginalWeaponProperty
- getSlotFromWeapon
- getWeaponIDFromName
- getWeaponNameFromID
- setWeaponAmmo
- setWeaponProperty