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How do you add attachments to a weapon


BlockBa5her

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I was wondering how to add attachments to a weapon that a ped has. I know that you can do 

Game.LocalPlayer.Character.Inventory.AddComponentToWeapon(WeaponAsset, string)

but I only know how to use WeaponHash. Can someone show me how to add components to a specific weapon and maybe provide a list of all the strings for the weapon components.

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When using intellisense, you should see what I see below if you hover over AddComponentToWeapon.
tJ47vBM.png

 

This has the list of components you can use.

If you wish to use hashes, which I personally prefer, even though you should limit the use of natives, you may use a native combined with the list below.

 

Native: http://www.dev-c.com/nativedb/func/info/D966D51AA5B28BB9#fntrg-d966d51aa5b28bb9
Component List: http://gtaforums.com/topic/807165-weapon-component-hashes/

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21 minutes ago, ToastinYou said:

When using intellisense, you should see what I see below if you hover over AddComponentToWeapon.
tJ47vBM.png

 

This has the list of components you can use.

If you wish to use hashes, which I personally prefer, even though you should limit the use of natives, you may use a native combined with the list below.

 

Native: http://www.dev-c.com/nativedb/func/info/D966D51AA5B28BB9#fntrg-d966d51aa5b28bb9
Component List: http://gtaforums.com/topic/807165-weapon-component-hashes/

 

To confirm, it would look something like this?

NativeFunction.CallByName<uint>("GIVE_WEAPON_COMPONENT_TO_PED", Game.LocalPlayer.Character, 0x5EF9FEC4, 0x359B7AAE);

 

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Just now, BlockBa5her said:

To confirm, it would look something like this?


NativeFunction.CallByName<uint>("GIVE_WEAPON_COMPONENT_TO_PED", Game.LocalPlayer.Character, 0x5EF9FEC4, 0x359B7AAE);

 

Test it, and you tell me.

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  • 3 weeks later...
On 17.2.2017 at 2:50 AM, ToastinYou said:

When using intellisense, you should see what I see below if you hover over AddComponentToWeapon.
tJ47vBM.png

 

This has the list of components you can use.

If you wish to use hashes, which I personally prefer, even though you should limit the use of natives, you may use a native combined with the list below.

 

Native: http://www.dev-c.com/nativedb/func/info/D966D51AA5B28BB9#fntrg-d966d51aa5b28bb9
Component List: http://gtaforums.com/topic/807165-weapon-component-hashes/

 

Is there a reason you prefer hashes (like better performance)?

In my opinion, using the model name strings makes the code more readable.

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