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Player:SelectWeapon#526629

<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> <warning>This will switch the weapon out of prediction, causing delay on the client and <page>WEAPON:Deploy</page> and <page>WEAPON:Holster</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. 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>