selectWeapon: Difference between revisions
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{{ | {{RV|type=command | ||
| ofp |= | |game1= ofp | ||
|version1= 1.27 | |||
|1. | |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 | |||
|eff= global | |||
|gr1= Weapons | |||
|descr= Selects the given weapon. | |||
| unitName | |s1= unitName [[selectWeapon]] muzzleName | ||
|p1= unitName: [[Object]] | |p1= unitName: [[Object]] | ||
| [[Nothing]] |= | |p2= muzzleName: [[String]] - name of the weapon or muzzle | ||
{{Feature|important|For weapons that have '''more than one muzzle''', you have to input the '''muzzleName''' and not the '''weaponName'''. | |||
* In {{ofp}}, in most cases, both names are the same. But check. | |||
| | * In {{arma1}} the weaponNames and muzzleNames are different. | ||
| | * For muzzle names see [[:Category:Weapons|CfgWeapons]]. | ||
}} | |||
|r1= [[Nothing]] | |||
|s2= unit [[selectWeapon]] [weapon, muzzle, firemode] | |||
|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]]) | |||
|p23= muzzle: [[String]] - name of the selected muzzle (see [[weaponState]]) | |||
|p24= firemode: [[String]] - name of the firemode (see [[weaponState]]) | |||
|r2= [[Boolean]] or [[Nothing]] - [[true]] on success, [[false]] on failure, [[Nothing]] when the call to the command is dispatched over network | |||
|x1= <sqf>_soldier1 selectWeapon "LAWLauncher";</sqf> | |||
|x2= <sqf>player selectWeapon "M203Muzzle";</sqf> | |||
| [ | |x3= <sqf>player selectWeapon ["arifle_MX_GL_ACO_F", "arifle_MX_GL_ACO_F", "FullAuto"];</sqf> | ||
|seealso= [[fire]] [[forceWeaponFire]] [[primaryWeapon]] [[handgunWeapon]] [[secondaryWeapon]] [[weapons]] [[ArmA:_Actions#SWITCHWEAPON|action SwitchWeapon]] [[ArmA:_Actions#SWITCHMAGAZINE|action SwitchMagazine]] [[isSwitchingWeapon]] | |||
}} | }} | ||
{{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> | |||
SelectWeapon.sqf | |||
<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; | |||
}; | |||
}; | |||
</sqf> | |||
}} | |||
</ | |||
{{Note | |||
|user= MaestrO.fr | |||
Can be used with [[primaryWeapon]] to select the primary weapon. | |timestamp= 20100322154500 | ||
|text= 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) : | ||
< | <sqf> | ||
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; | |||
}; | |||
}; | |||
</sqf> | |||
}} |
Latest revision as of 23:54, 2 November 2024
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:
- Boolean 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:
- Example 3:
Additional Information
- See also:
- fire forceWeaponFire primaryWeapon handgunWeapon secondaryWeapon weapons action SwitchWeapon action SwitchMagazine isSwitchingWeapon
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