setUnitLoadout: Difference between revisions

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Revision as of 22:34, 31 January 2021

-wrong parameter ("global in MPargument") defined!--wrong parameter ("global in MPeffect") defined!-
Hover & click on the images for description

Description

Description:
Description needed
Groups:
Unit Inventory

Syntax 1

Syntax:
Syntax needed
Parameters:
unit: Object
loadout: Array - Unit Loadout Array
Return Value:
Return value needed

Syntax 2

Syntax:
unit setUnitLoadout [loadout, fullMagazines]
Parameters:
unit: Object
[loadout, fullMagazines] : Array
loadout: Array - Unit Loadout Array
fullMagazines: Boolean - Partially emptied magazines will be refilled when the loadout is applied
Return Value:
Nothing

Syntax 3

Syntax:
unit setUnitLoadout name
Parameters:
unit: Object
name: String - class name (see description)
Return Value:
Nothing

Syntax 4

Syntax:
unit setUnitLoadout config
Parameters:
unit: Object
config: Config - config class (see description)
Return Value:
Nothing

Examples

Example 1:
player_2 setUnitLoadout (getUnitLoadout player_1); // Copies loadout from player_1 and applies it to player_2
Example 2:
player_2 setUnitLoadout [getUnitLoadout player_1, true]; // Copies loadout from player_1 and applies it to player_2 while topping up all magazines
Example 3:
_unit setUnitLoadout "B_Soldier_F";
Example 4:
_unit setUnitLoadout (configFile >> "CfgVehicles" >> "B_Soldier_F");
Example 5:
_unit setUnitLoadout (missionConfigFile >> "MyLoadout");
Example 6:
Strip unit of everything (after Arma 3 v1.93):_unit setUnitLoadout (configFile >> "EmptyLoadout");

Additional Information

See also:
See also needed

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 December 17, 2019 - 23:08 (UTC)
demellion
NOTE: Empty or used magazines in loadouts will be refilled under specific circumstance, even if the refill argument is false. This seems to happen if amount of used magazines is 2 or more. player setUnitLoadout [ ["arifle_MX_ACO_pointer_F","","acc_pointer_IR","optic_Aco",[],[],""], [], ["hgun_P07_F","","","",["16Rnd_9x21_Mag",16],[],""], ["U_B_CombatUniform_mcam",[ ["30Rnd_65x39_caseless_mag",1,1] ]], ["V_PlateCarrier1_rgr",[]], ["B_AssaultPack_mcamo_Ammo",[]], "H_HelmetB_grass","",[],["ItemMap","","ItemRadio","ItemCompass","ItemWatch","NVGoggles"] ] Will result in 30Rnd magazine with one bullet in it. player setUnitLoadout [ ["arifle_MX_ACO_pointer_F","","acc_pointer_IR","optic_Aco",[],[],""], [], ["hgun_P07_F","","","",["16Rnd_9x21_Mag",16],[],""], ["U_B_CombatUniform_mcam",[ ["30Rnd_65x39_caseless_mag",2,1] ]], ["V_PlateCarrier1_rgr",[]], ["B_AssaultPack_mcamo_Ammo",[]], "H_HelmetB_grass","",[],["ItemMap","","ItemRadio","ItemCompass","ItemWatch","NVGoggles"] ] Will result in 2 magazines but full, 30 rounds in it. This applies to any magazines count >2. They will never be with specified amount of rounds, even if you force the refill argument to false
Posted on October 23, 2020 - 21:16 (UTC)
Andrew_S90
Here is a command I wrote up that provides a fix for the ammo bug described by demellion above. https://pastebin.com/SHX41Jkk Pass a loadout to your compiled command and it will provide one back that will not refill ammo