Garry's Mod

Garry's Mod

[E2] WeaponCore
 This topic has been pinned, so it's probably important
Sir Papate  [developer] 30 May, 2015 @ 12:51pm
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.
Last edited by Sir Papate; 29 Jul, 2016 @ 12:37pm
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Showing 1-5 of 5 comments
Sanders 25 Sep, 2017 @ 12:08am 
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?
Aestareth 28 Mar, 2018 @ 7:12am 
tf is REMOVE_AMMO
Sanders 2 Apr, 2018 @ 8:18pm 
Originally posted by Acϲelerąțǿr:
tf is REMOVE_AMMO


REMOVE_AMMO is the input so if its tuned on then weapon ammo is stripped
roland 16 Feb @ 11:38am 
I've reloaded the mod, but plySetActiveWeapon is still not working
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