SetWeaponTarget: Difference between revisions

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m (Added more explanatory text to →‎Syntax (target an entity))
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{{OOP|Variable is read only.|[[Element/Weapon|weapon]]:setTarget|target|getWeaponTarget}}
{{OOP|Variable is read only.|[[Element/Weapon|weapon]]:setTarget|target|getWeaponTarget}}
==Syntax (target an entity)==
==Syntax (target an entity)==
Fires the weapon at a physical [[element]].
<syntaxhighlight lang="lua">bool setWeaponTarget ( weapon theWeapon, element theTarget [, int theComponent = 255] )</syntaxhighlight>
<syntaxhighlight lang="lua">bool setWeaponTarget ( weapon theWeapon, element theTarget [, int theComponent = 255] )</syntaxhighlight>



Revision as of 17:42, 23 December 2014

This function sets the target of a custom weapon. There are 3 different targeting modes, which are explained below.

[[{{{image}}}|link=|]] Note: Custom weapons target its target (assigned by this function) with no recoil. If you want a custom weapon to take into account recoil, you will have to script it by firing at fixed coordinates.


OOP Syntax Help! I don't understand this!

Note: Variable is read only.
Method: weapon:setTarget(...)
Variable: .target
Counterpart: getWeaponTarget


Syntax (target an entity)

Fires the weapon at a physical element.

bool setWeaponTarget ( weapon theWeapon, element theTarget [, int theComponent = 255] )

Required arguments

  • theWeapon: The weapon to set the target of.
  • theTarget: The element to shoot at. It can be a player, ped or object.

Optional arguments

  • theComponent: The component of the target to shoot at. This argument is only relevant when used in the following element types:
    • Vehicles:
      • 0: front left tire.
      • 1: front right tire.
      • 2: rear left tire.
      • 3: rear right tire.
      • 255: center of the car (position returned by getElementPosition).
    • Peds (players not included; see getPedBonePosition to know where is located each bone):
      • 1: BONE_PELVIS1 position.
      • 2: BONE_PELVIS position.
      • 3: BONE_SPINE1 position.
      • 4: BONE_UPPERTORSO position.
      • 5: BONE_NECK position.
      • 6: BONE_HEAD2 position.
      • 7: BONE_HEAD1 position.
      • 8: BONE_HEAD position.
      • 21: BONE_RIGHTUPPERTORSO position.
      • 22: BONE_RIGHTSHOULDER position.
      • 23: BONE_RIGHTELBOW position.
      • 24: BONE_RIGHTWRIST position.
      • 25: BONE_RIGHTHAND position.
      • 26: BONE_RIGHTTHUMB position.
      • 31: BONE_LEFTUPPERTORSO position.
      • 32: BONE_LEFTSHOULDER position.
      • 33: BONE_LEFTELBOW position.
      • 34: BONE_LEFTWRIST position.
      • 35: BONE_LEFTHAND position.
      • 36: BONE_LEFTTHUMB position.
      • 41: BONE_LEFTHIP position.
      • 42: BONE_LEFTKNEE position.
      • 43: BONE_LEFTANKLE position.
      • 44: BONE_LEFTFOOT position.
      • 51: BONE_RIGHTHIP position.
      • 52: BONE_RIGHTKNEE position.
      • 53: BONE_RIGHTANKLE position.
      • 54: BONE_RIGHTFOOT position.
      • 255: center of the ped (position returned by getElementPosition).

Returns

Returns true on success, false otherwise.

Syntax (target a position)

Fires the weapon at the specified position.

bool setWeaponTarget ( weapon theWeapon, float targetX, float targetY, float targetZ )

Required Arguments

  • theWeapon: The weapon to set the target of.
  • targetX: The target X.
  • targetY: The target Y.
  • targetZ: The target Z.

Returns

Returns true on success, false otherwise.

Syntax (rotational target)

Sets the weapon back to rotation based targeting.

bool bool setWeaponTarget ( weapon theWeapon, nil )

Required Arguments

  • theWeapon: The weapon to clear the target of.

Returns

Returns true on success, false otherwise.

Requirements

This template will be deleted.

See also