SetNpcWeapon: Difference between revisions

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Complete Lua function catalog
Document new NPC/player-mode API and events available from 0.1.5
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[[Category:NPC Functions]]
[[Category:NPC Functions]]
[[Category:Equipment Functions]]
[[Category:Equipment Functions]]
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== Draw state since 0.1.5 ==
Equipping does not draw or start combat. A different item resets draw mode; repeating the same item preserves it. Use [[setNpcWeaponMode]]. Ranged state is also replayed for relevance entry/late join. See [[NPC scripting]].
<!-- npc015:end -->

Revision as of 17:15, 25 September 2026

setNpcWeapon

Changes the authoritative weapon of a resource-owned scripted NPC.

Syntax

bool setNpcWeapon(int npcId, string itemKey)

Parameters

Name Type Required Description
npcId int yes The server-assigned NPC identifier returned by spawnNpc or getNpcs.
itemKey string yes A validated key returned by getPlayerWeaponNames; armor and weapon accept none to clear the slot.

Returns

Returns true when the validated change is accepted and replicated; otherwise returns false.

Examples

Change an NPC's weapon:

setNpcWeapon(npcId, "none")

Notes

  • Available only in server-side resource scripts.
  • The state is sent reliably to current viewers and replayed on relevance entry and late join.
  • Raw Unreal object paths are never accepted from Lua.
  • Use getPlayerWeaponNames to enumerate supported keys.

Draw state since 0.1.5

Equipping does not draw or start combat. A different item resets draw mode; repeating the same item preserves it. Use setNpcWeaponMode. Ranged state is also replayed for relevance entry/late join. See NPC scripting.