addWeapon: Difference between revisions
Jump to navigation
Jump to search
Lou Montana (talk | contribs) m (Text replacement - "\| *((\[\[.*\]\],? ?)+) * \}\}" to "|seealso= $1 }}") |
Lou Montana (talk | contribs) m (Text replacement - "<sqf>([^↵][^\/]*↵[^\/]*)<\/sqf>" to "<sqf> $1 </sqf>") |
||
(23 intermediate revisions by the same user not shown) | |||
Line 1: | Line 1: | ||
{{RV|type=command | {{RV|type=command | ||
| ofp | |game1= ofp | ||
|version1= 1.00 | |||
|1.00 | |game2= ofpe | ||
|version2= 1.00 | |||
|game3= arma1 | |||
|version3= 1.00 | |||
|game4= arma2 | |||
|version4= 1.00 | |||
|game5= arma2oa | |||
|version5= 1.50 | |||
|game6= tkoh | |||
|version6= 1.00 | |||
|game7= arma3 | |||
|version7= 0.50 | |||
|arg= local | |arg= local | ||
Line 13: | Line 30: | ||
|gr2= Vehicle Inventory | |gr2= Vehicle Inventory | ||
| Add a weapon to a unit. For a global version of this command see [[addWeaponGlobal]]. | |descr= Add a weapon to a unit. For a global version of this command see [[addWeaponGlobal]]. | ||
Infantry units can only carry a specific number of weapons, once the weapon slots are filled, any further [[addWeapon]] commands are ignored. | Infantry units can only carry a specific number of weapons, once the weapon slots are filled, any further [[addWeapon]] commands are ignored. | ||
{{Feature| | {{Feature|informative|a '''magazine''' must be added first for the added weapon to be loaded.}} | ||
{{Feature| | {{Feature|warning| In Arma 3 this command can also link items to the inventory slots, the functionality is identical to [[linkItem]] command, which it global and thus differ in how it should be used.}} | ||
| object [[addWeapon]] weapon | |s1= object [[addWeapon]] weapon | ||
|p1= object: [[Object]] - unit or vehicle to add the weapon to | |p1= object: [[Object]] - unit or vehicle to add the weapon to | ||
Line 27: | Line 44: | ||
|p2= weapon: [[String]] - weapon class name. See the topic [[:Category:Weapons]] for reference about possible values. | |p2= weapon: [[String]] - weapon class name. See the topic [[:Category:Weapons]] for reference about possible values. | ||
| [[Nothing]] | |r1= [[Nothing]] | ||
|x1= < | |x1= <sqf> | ||
player addMagazine "30Rnd_556x45_Stanag"; | |||
player addWeapon "BAF_L85A2_RIS_SUSAT"; | |||
</sqf> | |||
|x2= < | |x2= <sqf> | ||
An_2 | An_2 addMagazine "100Rnd_762x51_M240"; | ||
An_2 addWeapon "M240_veh"; | |||
</sqf> | |||
|seealso= [[addWeaponGlobal]] | |seealso= [[addWeaponGlobal]] [[addWeaponTurret]] [[removeWeapon]] [[removeAllWeapons]] [[addMagazine]] | ||
}} | }} | ||
Latest revision as of 21:37, 2 September 2024
Description
- Description:
- Add a weapon to a unit. For a global version of this command see addWeaponGlobal. Infantry units can only carry a specific number of weapons, once the weapon slots are filled, any further addWeapon commands are ignored.
- Groups:
- Unit InventoryVehicle Inventory
Syntax
- Syntax:
- object addWeapon weapon
- Parameters:
- object: Object - unit or vehicle to add the weapon to
- weapon: String - weapon class name. See the topic Category:Weapons for reference about possible values.
- Return Value:
- Nothing
Examples
- Example 1:
- Example 2:
Additional Information
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
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint version 1.00
- 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: Unit Inventory
- Command Group: Vehicle Inventory
- Scripting Commands: Global Effect