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Mta Sa How To Change Serial

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Server

This function sets the weapon property of the specified weapons specified weapon type. See lower down the page for documentation related to weapon creation.

Syntax

Required Arguments

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  • weaponID: The ID or name of the weapon you want to set a property 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'. The player must have this skill level set to have the effect.
  • property: The property you want to set the value of:
Changes
  • '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
  • '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
  • theValue: The value to set the property to.

Returns

On success:

bool: Returns true if the weapon property was successfully set

On failure:

bool: Returns false if the weapon property was unable to be set


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Client

The client side function only applies to custom weapons created client sided.

Syntax

OOP SyntaxHelp! I don't understand this!

Method: weapon:setProperty(..)
Counterpart: getWeaponProperty
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Required Arguments

  • theWeapon: the weapon to change the property of.
  • strProperty: the property to edit:
  • 'weapon_range' - float
  • 'target_range' - float
  • 'accuracy' - float
  • 'damage' - int
  • 'fire_rotation' - vector - For aligning fire direction with model
  • theValue: The value to set the property to.
Download

Returns

Returns true if the property was set.

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Example

Server
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  • '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
  • '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
  • theValue: The value to set the property to.

Returns

On success:

bool: Returns true if the weapon property was successfully set

On failure:

bool: Returns false if the weapon property was unable to be set


For specifications on other models, please refer to the respective Service Specification Manual. The Toyota K series was a straight-4 engine produced from 1966 through 1988. It was a 2-valve pushrod engine design, a rarity for the company. All K series are non-crossflow engines — the inlet and exhaust manifolds are on the same side. 5kj toyota engine manual. The 4A–FE engine is an in–line, 4–cylinder engine with the cylinders numbered 1 – 2 – 3 – 4 from the front. The crankshaft is supported by 5 bearings. Toyota 5R Forklift Engine Repair Manual Here is our PDF bundle that includes the Toyota 5R forklift engine repair manual you need (PDF formats). It is the forklift repair documentation and service instructions for your Toyota 5R engine based lift trucks from Toyota. For accessories purchased at the time of the new vehicle purchase, the Toyota Accessory Warranty coverage is in effect for 36 months/ 36,000 miles from the vehicle's in-service date, which is the same coverage as the Toyota New Vehicle Limited Warranty.1 For accessories purchased after the new vehicle purchase, the coverage is 12 months, regardless of mileage, from the date the accessory was. Title: File Size: Download Link: Toyota 1991 – 2005 Wire Harness Repair Manual en.pdf – Manual in English for repairing wiring of Toyota cars: 4.9Mb: Download: Toyota 1AZ-FE/1AZ-FSE/2AZ-FE engine Repair Manual en.rar – A collection of English manuals on the maintenance and repair of Toyota engines models 1AZ-FE / 1AZ-FSE / 2AZ-FE: 9.7Mb.

Client

The client side function only applies to custom weapons created client sided.

Syntax

OOP SyntaxHelp! I don't understand this!

Method: weapon:setProperty(..)
Counterpart: getWeaponProperty

Required Arguments

  • theWeapon: the weapon to change the property of.
  • strProperty: the property to edit:
  • 'weapon_range' - float
  • 'target_range' - float
  • 'accuracy' - float
  • 'damage' - int
  • 'fire_rotation' - vector - For aligning fire direction with model
  • theValue: The value to set the property to.

Returns

Returns true if the property was set.

If you are using the remote access feature of Sighthound Video's Mac surveillance software, which allows you to view your cameras and event clips on a web browser on machines that are not running the application itself, you may try using Firefox or Chrome rather than Safari. Our friends at Apple say they are working on a fix, but for now, Firefox and Chrome are the more reliable choices. Onvif tools. SecuritySpy is our flagship video surveillance software product for Mac OS X, and as of version 3.2, SecuritySpy supports the ONVIF protocol. Here are the answers to some common questions, and information about this new feature. ONVIF is an open industry standard for IP-based video surveillance products. Onvif mac free download. GSOAP Toolkit The gSOAP toolkit is an extensive suite of portable C and C software to develop XML Web services w onvif mac free download - SourceForge Join/Login.

Example

Server

This example sets the weapon range of the M4 at poor skill level to 75

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This example makes the silenced pistol dual wielded at pro skill level

This examples doubles the range of the colt 45 hand gun

This example makes the minigun able to fire all its ammo without the short reload time

Sun tv serial chithi 2. This example turns off auto aim for all weapons

Requirements

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Minimum supported server1.3
Minimum supported client1.3.0-9.04555

Note: Using this function requires the resource to have the above minimum version declared in the meta.xml section. e.g.

Changelog

VersionDescription
1.4.0-9.06339Added 'fire_rotation' property

See also

Retrieved from 'https://wiki.multitheftauto.com/index.php?title=SetWeaponProperty&oldid=64913'




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