selectWeapon: Difference between revisions
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Lou Montana (talk | contribs) m (Text replacement - "<code>([^<]*)\[\[([a-zA-Z][a-zA-Z0-9_]+)\]\]([^<]*) *<\/code>" to "<code>$1$2$3</code>") |
Lou Montana (talk | contribs) m (Text replacement - "<code>([^<]*)\[\[([a-zA-Z][a-zA-Z0-9_]+)\]\]([^<]*) *<\/code>" to "<code>$1$2$3</code>") |
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Line 72: | Line 72: | ||
SelectWeapon.sqf | SelectWeapon.sqf | ||
<code>// Desc: select default weapon & handle multiple muzzles | <code>// Desc: select default weapon & handle multiple muzzles | ||
if ( | if (count [[weapons]] [[player]] > 0) [[then]] | ||
{ | { | ||
[[private]] ['_type', '_muzzles']; | [[private]] ['_type', '_muzzles']; | ||
Line 96: | Line 96: | ||
|text= Can be used with [[primaryWeapon]] to select the primary weapon. | |text= Can be used with [[primaryWeapon]] to select the primary weapon. | ||
An example with muzzle care (see Dr_EyeBall note) : | An example with muzzle care (see Dr_EyeBall note) : | ||
<code>if (( | <code>if ((primaryWeapon [[player]]) != "") [[then]] | ||
{ | { | ||
[[private]] ['_type', '_muzzles']; | [[private]] ['_type', '_muzzles']; |
Revision as of 13:02, 12 May 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:
- Boolean 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 weapons action SwitchWeapon action 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