selectWeapon: Difference between revisions
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Lou Montana (talk | contribs) m (Some wiki formatting) |
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* In {{ofp}}, in most cases, both names are the same. But check. | * In {{ofp}}, in most cases, both names are the same. But check. | ||
* In {{arma1}} the weaponNames and muzzleNames are different. | * In {{arma1}} the weaponNames and muzzleNames are different. | ||
* For muzzle names see [[:Category:Weapons|CfgWeapons]].}} | * For muzzle names see [[:Category:Weapons|CfgWeapons]]. | ||
}} | |||
|r1= [[Nothing]] | |r1= [[Nothing]] | ||
|s2= unit [[selectWeapon]] [weapon, muzzle, firemode] | |s2= unit [[selectWeapon]] [weapon, muzzle, firemode] | ||
|p21= unit: [[Object]] - person. This argument has to be [[local]], or it can be remote when executed on the [[isServer | server]] | |s2since= arma3 2.08 | ||
|p21= unit: [[Object]] - person. This argument has to be [[local]], or it can be remote when executed on the [[isServer|server]] | |||
|p22= weapon: [[String]] - Name of the weapon, personal or vehicle's weapon (see [[weaponState]]) | |p22= weapon: [[String]] - Name of the weapon, personal or vehicle's weapon (see [[weaponState]]) | ||
|p23= muzzle: [[String]] - Name of the selected muzzle (see [[weaponState]]) | |p23= muzzle: [[String]] - Name of the selected muzzle (see [[weaponState]]) | ||
|p24= firemode: [[String]] - Name of the firemode (see [[weaponState]]) | |p24= firemode: [[String]] - Name of the firemode (see [[weaponState]]) | ||
|r2= [[Bool]] or [[Nothing]] - [[true]] on success, [[false]] on failure, [[Nothing]] when the call to the command is dispatched over network | |r2= [[Bool]] or [[Nothing]] - [[true]] on success, [[false]] on failure, [[Nothing]] when the call to the command is dispatched over network | ||
|x1= <code>_soldier1 [[selectWeapon]] "LAWLauncher";</code> | |x1= <code>_soldier1 [[selectWeapon]] "LAWLauncher";</code> | ||
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}} | }} | ||
{{Note | |||
|user= Dr_Eyeball | |||
|timestamp= 20080805094900 | |||
|text= Rather than simply using [[selectWeapon]] to select your default weapon after adding them to your player, it is recommended you use a script instead similar to the following, which caters for multiple muzzles:<br> | |||
Rather than simply using [[selectWeapon]] to select your default weapon after adding them to your player, it is recommended you use a script instead similar to the following, which caters for multiple muzzles:<br> | |||
SelectWeapon.sqf | SelectWeapon.sqf | ||
<code>{{cc|Desc: select default weapon & handle multiple muzzles}} | <code>{{cc|Desc: select default weapon & handle multiple muzzles}} | ||
Line 89: | Line 90: | ||
}; | }; | ||
</code> | </code> | ||
}} | |||
{{Note | |||
|user= MaestrO.fr | |||
|timestamp= 20100322154500 | |||
|text= Can be used with [[primaryWeapon]] to select the primary weapon. | |||
Can be used with [[primaryWeapon]] to select the primary weapon. | |||
An example with muzzle care (see Dr_EyeBall note) : | An example with muzzle care (see Dr_EyeBall note) : | ||
<code>[[if]] (([[primaryWeapon]] [[player]]) != "") [[then]] | <code>[[if]] (([[primaryWeapon]] [[player]]) != "") [[then]] | ||
Line 115: | Line 115: | ||
}; | }; | ||
</code> | </code> | ||
}} | |||
Revision as of 19:46, 3 October 2021
Description
- Description:
- Selects the given weapon.
- Groups:
- Weapons
Syntax
- Syntax:
- unitName selectWeapon muzzleName
- Parameters:
- unitName: Object
- muzzleName: String - Name of the weapon or muzzle
- Return Value:
- Nothing
Alternative Syntax
- Syntax:
- unit selectWeapon [weapon, muzzle, firemode]
- Parameters:
- unit: Object - person. This argument has to be local, or it can be remote when executed on the server
- weapon: String - Name of the weapon, personal or vehicle's weapon (see weaponState)
- muzzle: String - Name of the selected muzzle (see weaponState)
- firemode: String - Name of the firemode (see weaponState)
- Return Value:
- Bool or Nothing - true on success, false on failure, Nothing when the call to the command is dispatched over network
Examples
- Example 1:
_soldier1 selectWeapon "LAWLauncher";
- Example 2:
player selectWeapon "M203Muzzle";
- Example 3:
player selectWeapon ["arifle_MX_GL_ACO_F", "arifle_MX_GL_ACO_F", "FullAuto"];
Additional Information
- See also:
- fireforceWeaponFireprimaryWeaponhandgunWeaponsecondaryWeaponweaponsaction SwitchWeaponaction SwitchMagazine
Notes
-
Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note
- Posted on Aug 05, 2008 - 09:49 (UTC)
-
Rather than simply using selectWeapon to select your default weapon after adding them to your player, it is recommended you use a script instead similar to the following, which caters for multiple muzzles:
SelectWeapon.sqf// Desc: select default weapon & handle multiple muzzles if (count weapons player > 0) then { private ['_type', '_muzzles']; _type = ((weapons player) select 0); // check for multiple muzzles (eg: GL) _muzzles = getArray (configFile >> "cfgWeapons" >> _type >> "muzzles"); if (count _muzzles > 1) then { player selectWeapon (_muzzles select 0); } else { player selectWeapon _type; }; };
- Posted on Mar 22, 2010 - 15:45 (UTC)
-
Can be used with primaryWeapon to select the primary weapon.
An example with muzzle care (see Dr_EyeBall note) :
if ((primaryWeapon player) != "") then { private ['_type', '_muzzles']; _type = primaryWeapon player; // check for multiple muzzles (eg: GL) _muzzles = getArray (configFile >> "cfgWeapons" >> _type >> "muzzles"); if (count _muzzles > 1) then { player selectWeapon (_muzzles select 0); } else { player selectWeapon _type; }; };
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint version 1.27
- Operation Flashpoint: New Scripting Commands
- Operation Flashpoint: Scripting Commands
- Operation Flashpoint: Elite: Scripting Commands
- ArmA: Armed Assault: Scripting Commands
- Arma 2: Scripting Commands
- Arma 2: Operation Arrowhead: Scripting Commands
- Take On Helicopters: Scripting Commands
- Arma 3: Scripting Commands
- Command Group: Weapons
- Scripting Commands: Global Effect