weaponsItems: Difference between revisions

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{{Command|Comments=
{{RV|type=command
____________________________________________________________________________________________


| arma3 |Game name=
|game1= arma3
|version1= 0.76


|0.76|Game version=
|gr1= Unit Inventory


|gr1= Unit Inventory |GROUP1=
|gr2= Vehicle Inventory


|gr2= Vehicle Inventory |GROUP2=
|descr= [[File:Weaponsitems.jpg|150px|right|border]]Returns an array with subarrays contains class names and also names of connected items of all the vehicle's weapons.
____________________________________________________________________________________________
{{Feature|informative|This command can return weapon magazine(s) if any are present. Or an empty array if weapon is stored without a magazine in it.}}
* {{GVI|arma3|1.22|size= 0.75}} it is possible to query weapon holders and ammo crates with this command.<br><!--
-->If the argument is a vehicle, the command will return vehicle's weapons.<br><!--
-->If the argument is a container, the command will act identical to [[weaponsItemsCargo]].
* {{GVI|arma3|1.96|size= 0.75}} the returned array always contains secondary muzzle magazine info and consistent with [[getUnitLoadout]] format for weapon items.
* {{GVI|arma3|2.02|size= 0.75}} the returned array can contains binocular weapon items.


| [[Image:Weaponsitems.jpg|150px|right|border]]Returns an array with subarrays contains class names and also names of connected items of all the vehicle's weapons.
|s1= [[weaponsItems]] vehicle
{{Informative | This command will return weapon magazines as well in format [magazineName, ammoCount], or empty array [] if weapon has no magazine}}
* Since Arma 3 v1.21.124406 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]].
* Since Arma 3 v1.95.145811 the returned array always contains secondary muzzle magazine info and consistent with [[getUnitLoadout]] format for weapon items.
* Since Arma 3 v2.01.146668 the returned array can contains binocular weapon items.  |DESCRIPTION=
____________________________________________________________________________________________


| '''weaponsItems''' vehicle |SYNTAX=
|p1= vehicle: [[Object]] - unit or vehicle


|p1= vehicle: [[Object]] - unit or vehicle |PARAMETER1=
|r1= [[Array]] of [[Array]]s of weapon items, format [weapon, muzzle, flashlight, optics, [magazine, ammo], [magazine, ammo], bipod]:
* weapon: [[String]]
* muzzle: [[String]]
* flashlight: [[String]]
* optics: [[String]]
* [primaryMagazine, primaryAmmo]: [[Array]] - could be empty
* [secondaryMagazine, secondaryAmmo]: [[Array]] - could be empty
* bipod: [[String]]
{{Feature|important|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.}}


| [[Array]] - array containing arrays of weapon items info in format <tt><nowiki>[</nowiki>weapon:[[String]], muzzle:[[String]], flashlight:[[String]], optics:[[String]], primaryMuzzleMagazine:[[Array]], secondaryMuzzleMagazine:[[Array]], bipod:[[String]]]</tt>, for example: <tt>["hgun_P07_F","","","",["16Rnd_9x21_Mag",16],[],""]</tt> |RETURNVALUE=  
|s2= [[weaponsItems]] [vehicle, extended]
|s2since= arma3 2.14


|p21= vehicle: [[Object]] - unit or vehicle
|p22= extended: [[Boolean]] - [[true]] to include muzzle information


|x1= <code>[[hint]] [[str]] [[weaponsItems]] [[player]];</code>
|r2= [[Array]] of [[Array]]s (see above) in format [weapon, muzzle, flashlight, optics, [magazine, ammo, muzzle, maxammo], [magazine, ammo, muzzle, maxammo], bipod]
<code>[
["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],[],""]
]</code>
|EXAMPLE1=


|x2= <code>[[hint]] [[str]] [[weaponsItems]] [[vehicle]] [[player]];</code>
|x1= <sqf>
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], ""]
]
*/
</sqf>


<code>[
|x2= <sqf>
["gatling_30mm","","","",["250Rnd_30mm_HE_shells",250],[],""],
hint str weaponsItems vehicle player;
["missiles_SCALPEL","","","",["8Rnd_LG_scalpel",8],[],""],
// returns e.g
["rockets_Skyfire","","","",["38Rnd_80mm_rockets",38],[],""]
/*
]</code>
[
|EXAMPLE2=
["gatling_30mm", "", "", "", ["250Rnd_30mm_HE_shells", 250], [], ""],
____________________________________________________________________________________________
["missiles_SCALPEL", "", "", "", ["8Rnd_LG_scalpel", 8], [], ""],
["rockets_Skyfire", "", "", "", ["38Rnd_80mm_rockets", 38], [], ""]
]
*/
</sqf>


| [[weaponsItemsCargo]], [[primaryWeaponItems]], [[secondaryWeaponItems]], [[handgunItems]], [[addPrimaryWeaponItem]], [[addSecondaryWeaponItem]], [[addHandgunItem]], [[primaryWeapon]], [[secondaryWeapon]], [[handgunWeapon]], [[binocular]], [[weaponAccessories]], [[addWeaponWithAttachmentsCargoGlobal]], [[BIS_fnc_weaponComponents]] |SEEALSO=
|seealso= [[weaponsItemsCargo]] [[primaryWeaponItems]] [[secondaryWeaponItems]] [[handgunItems]] [[addPrimaryWeaponItem]] [[addSecondaryWeaponItem]] [[addHandgunItem]] [[primaryWeapon]] [[secondaryWeapon]] [[handgunWeapon]] [[binocular]] [[weaponAccessories]] [[addWeaponWithAttachmentsCargoGlobal]] [[BIS_fnc_weaponComponents]] [[weaponState]]
 
|  |MPBEHAVIOUR=
____________________________________________________________________________________________
}}
}}
<h3 style='display:none'>Notes</h3>
<dl class='command_description'>
<!-- Note Section BEGIN -->
<dd class="notedate">Posted on August 17, 2013
<dt class="note">[[User:AgentRev01|AgentRev]]<dd class="note">
Be careful with this function. The weapons are listed in the order they were taken by the unit, with the most recent at the bottom of the array. Therefore, do not assume the first one is always the primary weapon, and so on.
Also, here's how the primary weapon looks if it has a grenade launcher with a loaded grenade:<br>
<br>
<code>[
"arifle_MX_GL_F",
"muzzle_snds_H",
"acc_pointer_IR",
"optic_Aco",
[
"30Rnd_65x39_caseless_mag",
30
],
[
"1Rnd_HE_Grenade_shell",
1
],
""
]</code>
<!-- Note Section END -->
</dl>
<h3 style='display:none'>Bottom Section</h3>
{{GameCategory|arma3|New_Scripting_Commands_List}}
{{GameCategory|arma3|Scripting Commands}}
[[Category:Scripting Commands|{{uc:{{PAGENAME}}}}]]

Latest revision as of 11:35, 3 September 2024

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 can return weapon magazine(s) if any are present. Or an empty array if weapon is stored without a magazine in it.
  • 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, [magazine, ammo], [magazine, ammo], bipod]:
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.

Alternative Syntax

Syntax:
weaponsItems [vehicle, extended]
Parameters:
vehicle: Object - unit or vehicle
extended: Boolean - true to include muzzle information
Return Value:
Array of Arrays (see above) in format [weapon, muzzle, flashlight, optics, [magazine, ammo, muzzle, maxammo], [magazine, ammo, muzzle, maxammo], bipod]

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

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