Difference between revisions of "UseWeapon (Function)"
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imported>Geckbot m (Robot: Automated text replacement (-\[\[Category:(.*?)\(GECK 1.0\)\]\] +Category:\1(GECK 1.1))) |
imported>Th1nk m (Th1nk moved page Nuke grenade (boom) to UseWeapon (Function) over redirect: Undoing Vandal Move.) |
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Latest revision as of 02:49, 10 April 2014
Syntax[edit | edit source]
[ActorREF.]UseWeapon WeapontoUse WhereToStand Target NumberOfShots/Hits [CrouchToReload] [HoldFire] [AlwaysHit] [DoNoDamage] [TargetShouldBeHere]
Description[edit | edit source]
UseWeapon Has an actor use its weapon. It is called on a Reference and takes a whopping nine parameters, though the last five are optional:
- the weapon
- where to stand
- the target
- how many times to use the weapon
- whether to crouch when reloading [optional, default is true]
- whether to hold fire when blocked [optional, default is true]
- whether to automagically hit the target [for scripted forced kills; optional, default is false]
- whether to prevent all damage [for scripted protracted fake combat; otpional, default is false]
- where the target needs to stand [optional, default/NULL means "anywhere"]
Examples[edit | edit source]
BuddyRef.UseWeapon Pistol12 BuddyRef HollyRef 5 0 0 0 0 XMarkerRef047
So Buddy would draw his pistol (or grab one if one was nearby), and from his own current location he would fire at HollyRef five times -- but only while she is near XMarkerRef047.
Notes[edit | edit source]
See Also[edit | edit source]
Reference[edit | edit source]
Initiate Reddin likely calls this command at least twice when firing her weapon unnecessarily during the trek to GNR.