setPylonLoadout: Difference between revisions
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{{ | {{RV|type=command | ||
| arma3 | |game1= arma3 | ||
|version1= 1.70 | |||
| | |arg= local | ||
|eff= local | |eff= local | ||
Line 9: | Line 10: | ||
|gr1= Vehicle Loadouts | |gr1= Vehicle Loadouts | ||
| Adds/overrides loadout to a vehicle pylon. | |descr= Adds/overrides loadout to a vehicle pylon. {{hl|TransportPylonsComponent}} in vehicle config and {{hl|pylonWeapon}} in the magazine config are required to run. | ||
{{Feature|informative|This command also adds the corresponding weapon if the vehicle does not have one, but will not remove one that is no longer used.}} | |||
| vehicle | |mp= {{Feature|important| | ||
This command should run locally to the vehicle itself or it will cause desync issue! (especially upon the locality change, e.g getting in the vehicle). | |||
See {{Link|#Example 4}} for an MP-compatible usage. | |||
}} | |||
|s1= vehicle [[setPylonLoadout]] [pylon, magazine, forced, turret] | |||
|p1= vehicle: [[Object]] | |p1= vehicle: [[Object]] | ||
|p2 | |p2= pylon: [[Number]] or [[String]] - pylon index (index starts from 1) or pylon name (see {{Link|#Example 1}}) | ||
| | |p3= magazine: [[String]] - magazine name | ||
| | |||
| | |p4= forced: [[Boolean]] - (Optional, default [[false]]) [[true]] to force an incompatible magazine | ||
|p5= turret: [[Array]] - (Optional, default <sqf inline>[]</sqf>) turret path | |||
|r1= [[Boolean]] - [[true]] on success | |||
| [ | |x1= <sqf>vehicle player setPylonLoadout ["pylon1", ""];</sqf> | ||
| | |x2= Make all of your pylon weapons Twin Cannon 30 mm: | ||
<sqf> | |||
private _vehicle = vehicle player; | |||
private _pylonsIndices = getAllPylonsInfo _vehicle select { _x select 0 }; | |||
{ | |||
_vehicle setPylonLoadout [_x, "PylonWeapon_300Rnd_20mm_shells", true]; | |||
} forEach _pylonsIndices; | |||
</sqf> | |||
| | |x3= Showcase all possible magazines: | ||
<sqf> | |||
}; | 0 spawn { | ||
private _allPylonMagazines = "getText (_x >> 'pylonWeapon') != ''" configClasses (configFile >> "CfgMagazines"); | |||
private _vehicle = vehicle player; | |||
private _pylonsIndices = getAllPylonsInfo _vehicle select { _x select 0 }; | |||
{ | { | ||
private _configName = configName _x; | |||
{ | |||
} | _vehicle setPylonLoadout [_x, _configName, true]; | ||
} forEach _pylonsIndices; | |||
hint _configName; | |||
sleep 1.5; | |||
} forEach _allPylonMagazines; | |||
}; | |||
</sqf> | |||
|x4= MP compatible usage: | |||
<sqf>[myPlane, [1, "PylonWeapon_300Rnd_20mm_shells", true]] remoteExec ["setPylonLoadout", myPlane];</sqf> | |||
|seealso= [[Arma 3: Vehicle Loadouts]] [[getCompatiblePylonMagazines]] [[getPylonMagazines]] [[setAmmoOnPylon]] [[ammoOnPylon]] [[animatePylon]] [[animateBay]] [[setPylonsPriority]] | |||
}} | }} | ||
{{ | {{Note | ||
|user= POLPOX | |||
|timestamp= 20200430130100 | |||
|text= ''turret'' must be <sqf inline>[]</sqf> if you wanted to equip the magazine to the pilot. <sqf inline>[-1]</sqf> returns false and fails unlike other turret-related commands. | |||
}} | |||
''turret'' must be < | |||
Latest revision as of 22:24, 2 September 2024
Description
- Description:
- Adds/overrides loadout to a vehicle pylon. TransportPylonsComponent in vehicle config and pylonWeapon in the magazine config are required to run.
- Multiplayer:
- Groups:
- Vehicle Loadouts
Syntax
- Syntax:
- vehicle setPylonLoadout [pylon, magazine, forced, turret]
- Parameters:
- vehicle: Object
- pylon: Number or String - pylon index (index starts from 1) or pylon name (see Example 1)
- magazine: String - magazine name
- forced: Boolean - (Optional, default false) true to force an incompatible magazine
- turret: Array - (Optional, default []) turret path
- Return Value:
- Boolean - true on success
Examples
- Example 1:
- Example 2:
- Make all of your pylon weapons Twin Cannon 30 mm:
- Example 3:
- Showcase all possible magazines:
0 spawn { private _allPylonMagazines = "getText (_x >> 'pylonWeapon') != ''" configClasses (configFile >> "CfgMagazines"); private _vehicle = vehicle player; private _pylonsIndices = getAllPylonsInfo _vehicle select { _x select 0 }; { private _configName = configName _x; { _vehicle setPylonLoadout [_x, _configName, true]; } forEach _pylonsIndices; hint _configName; sleep 1.5; } forEach _allPylonMagazines; };
- Example 4:
- MP compatible usage:
Additional Information
- See also:
- Arma 3: Vehicle Loadouts getCompatiblePylonMagazines getPylonMagazines setAmmoOnPylon ammoOnPylon animatePylon animateBay setPylonsPriority
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 Apr 30, 2020 - 13:01 (UTC)
- turret must be [] if you wanted to equip the magazine to the pilot. [-1] returns false and fails unlike other turret-related commands.