1. Scripting
1.1 Setting weapon safety status
ace_safemode_fnc_setWeaponSafety
If you want the state of the currently selected muzzle, either pass the muzzle by name or leave it blank (= nil
). If the unit doesn’t have a weapon, its safety can’t be locked, but it can be unlocked.
* Lock or unlock the given weapon based on weapon state.
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Weapon <STRING>
* 2: State <BOOL>
* 3: Show hint <BOOL> (default: true)
* 4: Muzzle <STRING> (default: current muzzle of weapon)
*
* Return Value:
* None
*
* Example:
* [ACE_player, currentWeapon ACE_player, true] call ace_safemode_fnc_setWeaponSafety
1.2 Getting weapon safety status
ace_safemode_fnc_getWeaponSafety
If you want the state of the currently selected muzzle, either pass the muzzle by name or leave it blank (= nil
).
* Getter for weapon safety state.
*
* Arguments:
* 0: Unit <OBJECT>
* 1: Weapon <STRING>
* 2: Muzzle <STRING> (default: current muzzle of weapon)
*
* Return Value:
* Safety status <BOOL>
*
* Example:
* [ACE_player, currentWeapon ACE_player] call ace_safemode_fnc_getWeaponSafety