đŸ”ĢSimWeapon

General game-weapon, properties & functions are derived from SimObject.

Properties:

Name
Type
Description

ClipAmmo

integer

Current loaded ammo

TotalAmmo

integer

Current total ammo

LastFiredTime

float (Read Only)

RateOfFireOverride

float

-1.0 - disabled

Static Functions:

.Create

SimWeapon.Create(model: Hash, coords: Vector3, rotation: Vector3): SimWeapon

Argument
Type
Description

model

Hash

coords

Vector3

Position of new Weapon

rotation

Vector3

Rotation of new Weapon

Returns SimWeapon object when successfully created.

.CreateAndEquip

SimWeapon.CreateAndEquip(character: SimCharacter, model: Hash): SimWeapon

Argument
Type
Description

character

SimCharacter

Valid Character Object

model

Hash

Returns SimWeapon object when successfully created and equipped. Note: Any current equipped weapon will be destroyed!

.CreateAndEquipStowed

SimWeapon.CreateAndEquipStowed(character: SimCharacter, model: Hash): SimWeapon

Argument
Type
Description

character

Valid Character Object

model

Hash

Returns SimWeapon object when successfully created and equipped. Note: Any current stowed weapon will be destroyed!

.Get

SimWeapon.Get(object: SimObject): SimWeapon

Argument
Type
Description

object

SimObject

Valid SimObject

This will cast SimObject to SimWeapon use this only if you know what you're doing!

.GetEquipped

SimWeapon.GetEquipped(character: SimCharacter): SimWeapon

Argument
Type
Description

character

Valid Character Object

Returns SimWeapon object if there is any equipped weapon on character otherwise null.

.GetStowed

SimWeapon.GetStowed(character: SimCharacter): SimWeapon

Argument
Type
Description

character

Valid Character Object

Returns SimWeapon object if there is any stowed weapon on character otherwise null.

Functions:

.IsStowable

SimWeapon.IsStowable(): boolean

Returns true if weapon can be stowed.

.Equip

SimWeapon.Equip(character: SimCharacter): boolean

Argument
Type
Description

character

Valid Character Object

Returns true if weapon was successfully equipped. Note: Any current equipped weapon will be destroyed!

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