addWeapon: Difference between revisions
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[[Category:Command_Group:_Weapons|{{uc:{{PAGENAME}}}}]] | [[Category:Command_Group:_Weapons|{{uc:{{PAGENAME}}}}]] | ||
[[Category:Scripting Commands ArmA2|{{uc:{{PAGENAME}}}}]] | [[Category:Scripting Commands ArmA2|{{uc:{{PAGENAME}}}}]] | ||
Revision as of 05:08, 19 July 2011
Description
- Description:
- Add a weapon to a unit. Infantry units can only carry a specific number of weapons, once the weapon slots are filled, any further addWeapon commands are ignored.
- Groups:
- Uncategorised
Syntax
- Syntax:
- unitName addWeapon weaponName
- Parameters:
- unitName: Object - unit to add the weapon to
- weaponName: String - weapon name. See the topic Category:Weapons for reference about possible values.
- Return Value:
- Nothing
Examples
- Example 1:
player addWeapon "M16"
Additional Information
- See also:
- removeWeaponremoveAllWeaponsaddMagazine
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
Notes
- Posted on August 2, 2006 - 10:19
- hardrock
- Notes from before the conversion: To ensure that the weapon is loaded at the start of the mission, add at least one magazine (addMagazine) before adding the weapon. To remove weapons use the removeAllWeapons or the removeWeapon commands.
- talkingtoaj
- When adding a weapon in-game, a bug means that sometimes the weapon can't be fired. Swap to a different weapon and swap back again to enable the newly added weapon to fire; or drop and pick up the weapon again.
Bottom Section
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint version 1.00
- Operation Flashpoint: New Scripting Commands
- Operation Flashpoint: Scripting Commands
- Command Group: Uncategorised
- Scripting Commands: Global Effect
- Scripting Commands OFP 1.96
- Scripting Commands OFP 1.46
- Scripting Commands ArmA
- Command Group: Weapons
- Scripting Commands ArmA2