selectWeapon: Difference between revisions
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Lou Montana (talk | contribs) m (Text replacement - "\|seealso= *\[\[([^ ]+)\]\], \[\[([^ ]+)\]\]" to "|seealso= $1 ") |
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|x3= <code>[[player]] [[selectWeapon]] ["arifle_MX_GL_ACO_F", "arifle_MX_GL_ACO_F", "FullAuto"];</code> | |x3= <code>[[player]] [[selectWeapon]] ["arifle_MX_GL_ACO_F", "arifle_MX_GL_ACO_F", "FullAuto"];</code> | ||
|seealso= [[fire]] [[forceWeaponFire]] [[primaryWeapon]] [[handgunWeapon]] [[secondaryWeapon]] | |seealso= [[fire]] [[forceWeaponFire]] [[primaryWeapon]] [[handgunWeapon]] [[secondaryWeapon]] [[weapons]], [[ArmA:_Actions#SWITCHWEAPON|action SwitchWeapon]], [[ArmA:_Actions#SWITCHMAGAZINE|action SwitchMagazine]] | ||
}} | }} | ||
Revision as of 17:57, 20 January 2022
Description
- Description:
- Selects the given weapon.
- Groups:
- Weapons
Syntax
- Syntax:
- unitName selectWeapon muzzleName
- Parameters:
- unitName: Object
- muzzleName: String - Name of the weapon or muzzle
- Return Value:
- Nothing
Alternative Syntax
- Syntax:
- unit selectWeapon [weapon, muzzle, firemode]
- Parameters:
- unit: Object - person. This argument has to be local, or it can be remote when executed on the server
- weapon: String - Name of the weapon, personal or vehicle's weapon (see weaponState)
- muzzle: String - Name of the selected muzzle (see weaponState)
- firemode: String - Name of the firemode (see weaponState)
- Return Value:
- Bool or Nothing - true on success, false on failure, Nothing when the call to the command is dispatched over network
Examples
- Example 1:
_soldier1 selectWeapon "LAWLauncher";
- Example 2:
player selectWeapon "M203Muzzle";
- Example 3:
player selectWeapon ["arifle_MX_GL_ACO_F", "arifle_MX_GL_ACO_F", "FullAuto"];
Additional Information
- See also:
- fire forceWeaponFire primaryWeapon handgunWeapon secondaryWeapon weaponsaction SwitchWeaponaction SwitchMagazine
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 Aug 05, 2008 - 09:49 (UTC)
-
Rather than simply using selectWeapon to select your default weapon after adding them to your player, it is recommended you use a script instead similar to the following, which caters for multiple muzzles:
SelectWeapon.sqf// Desc: select default weapon & handle multiple muzzles if (count weapons player > 0) then { private ['_type', '_muzzles']; _type = ((weapons player) select 0); // check for multiple muzzles (eg: GL) _muzzles = getArray (configFile >> "cfgWeapons" >> _type >> "muzzles"); if (count _muzzles > 1) then { player selectWeapon (_muzzles select 0); } else { player selectWeapon _type; }; };
- Posted on Mar 22, 2010 - 15:45 (UTC)
-
Can be used with primaryWeapon to select the primary weapon.
An example with muzzle care (see Dr_EyeBall note) :
if ((primaryWeapon player) != "") then { private ['_type', '_muzzles']; _type = primaryWeapon player; // check for multiple muzzles (eg: GL) _muzzles = getArray (configFile >> "cfgWeapons" >> _type >> "muzzles"); if (count _muzzles > 1) then { player selectWeapon (_muzzles select 0); } else { player selectWeapon _type; }; };
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint version 1.27
- Operation Flashpoint: New Scripting Commands
- Operation Flashpoint: Scripting Commands
- Operation Flashpoint: Elite: Scripting Commands
- ArmA: Armed Assault: Scripting Commands
- Arma 2: Scripting Commands
- Arma 2: Operation Arrowhead: Scripting Commands
- Take On Helicopters: Scripting Commands
- Arma 3: Scripting Commands
- Command Group: Weapons
- Scripting Commands: Global Effect