GetWeaponProperty

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This function gets a weapon property of the specified custom weapon (clientside only) or specified player-held weapon (both client and server).

Syntax

int getWeaponProperty ( int weaponID/string weaponName, string weaponSkill, string property )

OOP Syntax Help! I don't understand this!

Note: This OOP syntax is for custom weapons only.
Method: weapon:getProperty(...)
Counterpart: setWeaponProperty


Required Arguments

  • weaponID or weaponName: The ID or name of the weapon you want to get info 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"
  • property: The property you want to get 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

The following properties are get only:

  • "fire_type" - int - Type - instant hit (e.g. pistol), projectile (e.g. rocket launcher), area effect (e.g. flame thrower)
  • "model" - int
  • "model2" - int
  • "weapon_slot" - int
  • "anim_group" - int
  • "skill_level" - int
  • "required_skill_level" - int
  • "firing_speed" - float - Projectile/area-effect (e.g. flame thrower) only
  • "radius" - float - Area effect (e.g. flame thrower) only
  • "life_span" - float - Time taken for shot to dissipate
  • "spread" - float - Angle inside which shots are created
  • "fire_offset" - vector - Offset from weapon origin to projectile starting point
  • "aim_offset" - int - Index into (mystery) array of aiming offsets
  • "default_combo" - int - Base combo for this melee weapon
  • "combos_available" - int - How many further combos are available

Returns

On success:

int: The weapon property

On failure:

bool: False if the passed arguments were invalid

Example

This example gets the weapon range of the M4 at poor skill level

local range = getWeaponProperty(31, "poor", "weapon_range")
outputChatBox("M4 range at poor is: "..tostring(range))

See also