weaponsItems – Talk
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Killzone Kid (talk | contribs) (→bipod: new section) |
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Fixed on dev [[User:Killzone Kid|Killzone Kid]] ([[User talk:Killzone Kid|talk]]) 13:48, 11 September 2015 (CEST) | Fixed on dev [[User:Killzone Kid|Killzone Kid]] ([[User talk:Killzone Kid|talk]]) 13:48, 11 September 2015 (CEST) | ||
== bipod == | |||
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<dl class="command_description"> | |||
<dd class="notedate">Posted on March 16, 2015 - 12:07 (UTC)</dd> | |||
<dt class="note">[[User:Jezuro|Jezuro]]</dt> | |||
<dd class="note"> | |||
Since revision 129742, this command also returns an attached bipod. | |||
</dd> | |||
</dl> | |||
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Revision as of 12:49, 11 September 2015
no magazine in weapon
- Posted on October 25, 2014 - 01:45 (UTC)
- DreadedEntity
-
If you use this command on a unit that does not have a magazine loaded, the array containing magazine info is not included (_this select 4). Sample output with running "hint str weaponsItems player;" after manually removing the magazines from the weapons.
Tested with "B_Soldier_F".[ [ "arifle_MX_ACO_pointer_F", "", "acc_pointer_IR", "optic_Aco" ], [ "hgun_P07_F", "", "", "" ] ]
You can use this code to easily check if an array element exists (note the curly brackets):if (isNil {_weaponsItemsOutput select 4}) then {hint "No magazine is loaded";}
The output does not follow a specific weapon order, weapons will be listed in the order they were picked up or added through script.
This command returns an empty array if the unit has no weapons equipped.
All of this was tested in A3 1.32.127785
Fixed on dev Killzone Kid (talk) 13:48, 11 September 2015 (CEST)
bipod
- Posted on March 16, 2015 - 12:07 (UTC)
- Jezuro
- Since revision 129742, this command also returns an attached bipod.