weaponsItems: Difference between revisions

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|p1= vehicle: [[Object]] - unit or vehicle
|p1= vehicle: [[Object]] - unit or vehicle


|r1= [[Array]] of [[Array]]s of weapon items, format [weapon, muzzle, flashlight, optics, primaryMuzzleMagazine, secondaryMuzzleMagazine, bipod]:
|r1= [[Array]] of [[Array]]s of weapon items, format [weapon, muzzle, flashlight, optics, muzzleMagazine, muzzleMagazine, bipod]:
* weapon: [[String]]
* weapon: [[String]]
* muzzle: [[String]]
* muzzle: [[String]]

Revision as of 19:11, 20 July 2023

Hover & click on the images for description

Description

Description:
Weaponsitems.jpg
Returns an array with subarrays contains class names and also names of connected items of all the vehicle's weapons.
This command will return weapon magazines as well in , or empty array [] if weapon has no magazine
  • Arma 3 logo black.png1.22 it is possible to query weapon holders and ammo crates with this command.
    If the argument is a vehicle, the command will return vehicle's weapons.
    If the argument is a container, the command will act identical to weaponsItemsCargo.
  • Arma 3 logo black.png1.96 the returned array always contains secondary muzzle magazine info and consistent with getUnitLoadout format for weapon items.
  • Arma 3 logo black.png2.02 the returned array can contains binocular weapon items.
Groups:
Unit InventoryVehicle Inventory

Syntax

Syntax:
weaponsItems vehicle
Parameters:
vehicle: Object - unit or vehicle
Return Value:
Array of Arrays of weapon items, format [weapon, muzzle, flashlight, optics, muzzleMagazine, muzzleMagazine, bipod]:
  • weapon: String
  • muzzle: String
  • flashlight: String
  • optics: String
  • muzzleMagazine: Often primary muzzle magazine, unless primary muzzle is empty then it will be secondary muzzle magazine - Array format [magazineName, ammoCount] or empty array if no magazine:
  • muzzleMagazine: Normally secondary muzzle magazine unless primary muzzle is empty - Array format [magazineName, ammoCount] or empty array if no magazine:
  • bipod: String
The weapons are listed in the order they were taken by the unit, with the most recent at the bottom of the array, e.g do not assume the first item is always the primary weapon.

Examples

Example 1:
hint str weaponsItems player; // returns e.g /* [ ["arifle_MX_ACO_pointer_F", "muzzle_snds_H", "acc_pointer_IR", "optic_Aco", ["30Rnd_65x39_caseless_mag", 30], [], "bipod_01_F_blk"], ["launch_NLAW_F", "", "", "", ["NLAW_F", 1], [], ""], ["hgun_P07_F", "muzzle_snds_L", "", "", ["16Rnd_9x21_Mag", 11], [], ""] ] // a loaded underbarrel grenade launcher can look like this: [ ["arifle_MX_GL_F", "muzzle_snds_H", "acc_pointer_IR", "optic_Aco", ["30Rnd_65x39_caseless_mag", 30], ["1Rnd_HE_Grenade_shell", 1], ""] ] */
Example 2:
hint str weaponsItems vehicle player; // returns e.g /* [ ["gatling_30mm", "", "", "", ["250Rnd_30mm_HE_shells", 250], [], ""], ["missiles_SCALPEL", "", "", "", ["8Rnd_LG_scalpel", 8], [], ""], ["rockets_Skyfire", "", "", "", ["38Rnd_80mm_rockets", 38], [], ""] ] */

Additional Information

See also:
weaponsItemsCargo primaryWeaponItems secondaryWeaponItems handgunItems addPrimaryWeaponItem addSecondaryWeaponItem addHandgunItem primaryWeapon secondaryWeapon handgunWeapon binocular weaponAccessories addWeaponWithAttachmentsCargoGlobal BIS_fnc_weaponComponents weaponState

Notes

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