Revision Difference
Player:SelectWeapon#512506
<function name="SelectWeapon" parent="Player" type="classfunc">⤶
<description>⤶
Sets the active weapon of the player by its class name.⤶
⤶
<warning>This will switch the weapon out of prediction, causing delay on the client and <page>WEAPON:Deploy</page> to be called out of prediction. Try using <page>CUserCmd:SelectWeapon</page> or <page>input.SelectWeapon</page>, instead.</warning>⤶
⤶
<note>This will trigger the weapon switch event and associated animations. To switch weapons silently, use <page>Player:SetActiveWeapon</page>.</note>⤶
</description>⤶
<realm>Server</realm>⤶
<args>⤶
<arg name="className" type="string">The class name of the weapon to switch to.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If the player doesn't have the specified weapon, nothing will happen. You can use <page>Player:Give</page> to give the weapon first.</arg>⤶
</args>⤶
</function>⤶
⤶
<example>⤶
<description>Force the player to switch to toolgun</description>⤶
<code>Entity(1):SelectWeapon("gmod_tool")</code>⤶
⤶
</example>⤶
⤶
⤶
<example>⤶
<description>Selects a random weapon from the player's inventory and switches to it.</description>⤶
<code>⤶
local weapons = Entity( 1 ):GetWeapons()⤶
local weapon = weapons[ math.random( #weapons ) ]⤶
⤶
Entity( 1 ):SelectWeapon( weapon:GetClass() )⤶
</code>⤶
⤶
</example>