// CreateWeaponObject
Object CREATE_WEAPON_OBJECT(Hash weaponHash, int ammoCount, float x, float y, float z, BOOL bCreateDefaultComponents, float scale, int customModelHash);
Parameters:- weaponHash:
The hash of the weapon to create.
- ammoCount:
The amount of ammo for the weapon.
- x:
X coordinate for the weapon's position.
- y:
Y coordinate for the weapon's position.
- z:
Z coordinate for the weapon's position.
- bCreateDefaultComponents:
Boolean that indicates whether the default components should be created for that weapon (true
/false
).
- scale:
The size of the object, to increase it, set the scale to a value greater than 1.0
.
- customModelHash:
The hash of the custom model to use for the weapon object. Set to 0
if you do not intend to use a custom model hash.
Create a weapon object that cannot be attached to a ped. If you want to create a weapon object that can be attached to a ped, use CREATE_OBJECT
instead.
NativeDB Added Parameter 9: BOOL bRegisterAsNetworkObject
NativeDB Added Parameter 10: BOOL bScriptHostObject