SetWeaponProperty: Difference between revisions

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*'''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:
** "weapon_range" - float
{{Weapon Properties Writable}}
** "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.
*'''theValue:''' The value to set the property to.


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* '''theWeapon:''' the weapon to change the property of.
* '''theWeapon:''' the weapon to change the property of.
* '''strProperty:''' the property to edit such as damage per hit ( "damage" ):
* '''strProperty:''' the property to edit such as damage per hit ( "damage" ):
** "weapon_range" - float
{{Custom Weapon Properties Writable}}
** "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 ).
* '''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 ).



Revision as of 16:15, 25 February 2014

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/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 - Max targeting range
  • "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 - How fast player can move with weapon
  • "flags" - int - (specify a flag to toggle it on/off) See Weapon Flags
  • "flag_aim_no_auto" - bool - Disable auto up/down for non-aimed firing
  • "flag_aim_arm" - bool - Uses other arm for aiming
  • "flag_aim_1st_person" - bool - Uses 1st person aim
  • "flag_aim_free" - bool - Can only use free aiming
  • "flag_move_and_aim" - bool - Can move and aim at same time
  • "flag_move_and_shoot" - bool - Can move and fire at same time
  • "flag_type_throw" - bool - Is a throwing weapon
  • "flag_type_heavy" - bool - Can't jump
  • "flag_type_constant" - bool - Fires every frame within loop (ie paint spray)
  • "flag_type_dual" - bool - Can use 2x guns at same time
  • "flag_anim_reload" - bool - Weapon has reload anims
  • "flag_anim_crouch" - bool - Has crouching anims
  • "flag_anim_reload_loop" - bool - Loop from end of reload to fire loop start
  • "flag_anim_reload_long" - bool - Force a longer reload time
  • "flag_shot_slows" - bool - Slows down (area effect)
  • "flag_shot_rand_speed" - bool - Random speed (area effect)
  • "flag_shot_anim_abrupt" - bool - Force the anim to finish player after aim/fire rather than blending out (area effect)
  • "flag_shot_expands" - bool - Expands (area effect)
  • "anim_loop_start" - float - Start of aimed firing animation loop
  • "anim_loop_stop" - float - End of aimed firing animation loop (Reduce to increase firing rate)
  • "anim_loop_bullet_fire" - float - Time in aimed firing animation when weapon should be fired (Must be between Start and End)
  • "anim2_loop_start" - float - Start of non-aimed firing animation2 loop
  • "anim2_loop_stop" - float - End of non-aimed firing animation2 loop (Reduce to increase crouch firing rate)
  • "anim2_loop_bullet_fire" - float - Time in non-aimed firing animation2 when weapon should be fired (Must be between Start and End)
  • "anim_breakout_time" - float - Time after which player can break out of attack and run off
  • 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

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" ):
  • "weapon_range" - float
  • "target_range" - float
  • "accuracy" - float
  • "damage" - int
ADDED/UPDATED IN VERSION 1.4 r6693:
  • "fire_rotation" - vector - For aligning fire direction with model
  • 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