addWeaponGlobal: Difference between revisions

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(Updated description to reflect true behaviour)
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| Add a weapon to a unit. Infantry units can only carry a specific number of weapons, once the weapon slots are filled, any further [[addWeaponGlobal]] commands are ignored.
| Add a weapon to a unit. Infantry units can only carry weapons in their respective slots (primary, secondary and handgun), the [[addWeaponGlobal]] command will replace the weapon currently in a slot with the new weapon.


To make sure the added weapon is loaded and ready, add the magazine first. |= Description
To make sure the added weapon is loaded and ready, add the magazine first. |= Description

Revision as of 22:45, 10 June 2014

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Description

Description:
Add a weapon to a unit. Infantry units can only carry weapons in their respective slots (primary, secondary and handgun), the addWeaponGlobal command will replace the weapon currently in a slot with the new weapon. To make sure the added weapon is loaded and ready, add the magazine first.
Groups:
Uncategorised

Syntax

Syntax:
unit addWeaponGlobal weapon
Parameters:
unit: Object - unit or vehicle to add the weapon to
weapon: String - weapon class name
Return Value:
Nothing

Examples

Example 1:
{ _x addMagazineGlobal "Laserbatteries"; _x addWeaponGlobal "Laserdesignator"; } forEach allUnits;
Example 2:
{ if (typeOf _x == "O_Heli_Attack_02_black_F") then { _x addMagazineGlobal "38Rnd_80mm_rockets"; _x addWeaponGlobal "rockets_Skyfire"; }; } forEach vehicles;

Additional Information

See also:
removeWeaponGlobaladdWeaponaddMagazineaddMagazineGlobal

Notes

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Notes

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