Garry's Mod
[E2] WeaponCore
 Questa discussione è stata messa in evidenza. Probabilmente è importante.
Sir Papate  [sviluppatore] 30 mag 2015, ore 12:51
Documentation
Functions

Function Return Description runOnWeaponSwitch(N) If N == 0, the chip will no longer run on weapon switch events, otherwise it makes this chip execute when someone weapon switch. Only needs to be called once, not in every execution. weaponSwitchClk() N Returns 1 if the chip is being executed because of a weapon switch event. Returns 0 otherwise. lastWeaponSwitchPlayer() E Return the player switching weapons. lastWeaponSwitchOld() E Return the previous weapon. lastWeaponSwitchNext() E Return the weapon the player switched to.

Function Return Description runOnWeaponEquip(N) If N == 0, the chip will no longer run on equip weapon events, otherwise it makes this chip execute when someone equip weapon. Only needs to be called once, not in every execution. weaponEquipClk() N Returns 1 if the chip is being executed because of a equip weapon event. Returns 0 otherwise. lastWeaponEquip() E Return the equipped weapon.

Function Description E:plyGive(S) Give the player a weapon. E:plyGiveAmmo(S,N) Gives ammo to a player. E:plySetAmmo(S,N) Sets the amount of of the specified ammo for the player. E:plySetActiveWeapon(S) Sets the player active weapon. E:plySetActiveWeapon(E) E:plyDropWeapon(S) Drops the players' weapon of a specific class. E:plyDropWeapon(E) Forces the player to drop the specified weapon. E:plyStripWeapon(S) Removes the specified weapon class from a certain player. E:plyStripWeapon(E) Removes the specified weapon from a certain player E:plyStripWeapons() Removes all weapons from a certain player E:plyStripAmmo(N) Removes all ammo from the player. E:plySetClip1(N) Lets you change the number of bullets in the given weapons primary clip. E:plySetClip2(N) Lets you change the number of bullets in the given weapons secondary clip.

Function Return Description E:getWeapon(S) E Returns the weapon entity whit the class. E:getWeapons() R Returns a table of the player's weapons. E:hasWeapon() N Returns if the player has the specified weapon.

For the PlayerCore WorkShop, click here.
For the DamageCore WorkShop, click here.
Ultima modifica da Sir Papate; 29 lug 2016, ore 12:37
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ok im doing this
if(REMOVE_AMMO)
{
Player:plySetClip1(0)

Player:plySetClip2(0)

Player:plyStripAmmo()
}


now setclip and set clip2 work but

strip ammo doesnt any idea?
tf is REMOVE_AMMO
Messaggio originale di Acϲelerąțǿr:
tf is REMOVE_AMMO


REMOVE_AMMO is the input so if its tuned on then weapon ammo is stripped
I've reloaded the mod, but plySetActiveWeapon is still not working
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