SetWeaponTarget: Difference between revisions

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{{Client function}}
{{Client function}}
This function sets the target of a [[Element/Weapon|custom weapon]]. There are 3 different targeting modes, which are explained below.
This function sets the target of a [[Element/Weapon|custom weapon]]. There are 3 different targeting modes, which are explained below.
 
{{Note|[[Element/Weapon|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.}}
{{Note|[[Element/Weapon|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 a fixed coordinates.}}


{{OOP|Variable is read only.|[[Element/Weapon|weapon]]:setTarget|target|getWeaponTarget}}
{{OOP|Variable is read only.|[[Element/Weapon|weapon]]:setTarget|target|getWeaponTarget}}

Revision as of 17:10, 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)

bool setWeaponTarget ( weapon theWeapon, element theTarget, int theComponent )

Required Arguments

  • theWeapon: The weapon to set the target of.
  • theTarget: The target entity of the shot to shoot at.
  • theComponent: The component of the target to shoot at:
    • 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 only (see getPedBonePosition to know where is located each bone):
      • 1: shoots at BONE_PELVIS1.
      • 2: shoots at BONE_PELVIS.
      • 3: shoots at BONE_SPINE1.
      • 4: shoots at BONE_UPPERTORSO.
      • 5: shoots at BONE_NECK.
      • 6: shoots at BONE_HEAD2.
      • 7: shoots at BONE_HEAD1.
      • 8: shoots at BONE_HEAD.
      • 21: shoots at BONE_RIGHTUPPERTORSO.
      • 22: shoots at BONE_RIGHTSHOULDER.
      • 23: shoots at BONE_RIGHTELBOW.
      • 24: shoots at BONE_RIGHTWRIST.
      • 25: shoots at BONE_RIGHTHAND.
      • 26: shoots at BONE_RIGHTTHUMB.
      • 31: shoots at BONE_LEFTUPPERTORSO.
      • 32: shoots at BONE_LEFTSHOULDER.
      • 33: shoots at BONE_LEFTELBOW.
      • 34: shoots at BONE_LEFTWRIST.
      • 35: shoots at BONE_LEFTHAND.
      • 36: shoots at BONE_LEFTTHUMB.
      • 41: shoots at BONE_LEFTHIP.
      • 42: shoots at BONE_LEFTKNEE.
      • 43: shoots at BONE_LEFTANKLE.
      • 44: shoots at BONE_LEFTFOOT.
      • 51: shoots at BONE_RIGHTHIP.
      • 52: shoots at BONE_RIGHTKNEE.
      • 53: shoots at BONE_RIGHTANKLE.
      • 54: shoots at BONE_RIGHTFOOT.
      • 255: shoots at the 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