selectWeapon: Difference between revisions
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Lou Montana (talk | contribs) m (Text replacement - "(\|[pr][0-9]+ *= *[^- ]*) *- *N([a-z ])" to "$1 - n$2") |
Lou Montana (talk | contribs) m (Text replacement - "<sqf>([^↵][^<]*↵[^<]*)<\/sqf>" to "<sqf> $1 </sqf>") |
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|text= 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:<br> | |text= 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:<br> | ||
SelectWeapon.sqf | SelectWeapon.sqf | ||
<sqf>// Desc: select default weapon & handle multiple muzzles | <sqf> | ||
// Desc: select default weapon & handle multiple muzzles | |||
if (count weapons player > 0) then | if (count weapons player > 0) then | ||
{ | { | ||
Line 88: | Line 89: | ||
player selectWeapon _type; | player selectWeapon _type; | ||
}; | }; | ||
};</sqf> | }; | ||
</sqf> | |||
}} | }} | ||
Line 96: | Line 98: | ||
|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) : | ||
<sqf>if ((primaryWeapon player) != "") then | <sqf> | ||
if ((primaryWeapon player) != "") then | |||
{ | { | ||
private ['_type', '_muzzles']; | private ['_type', '_muzzles']; | ||
Line 112: | Line 115: | ||
player selectWeapon _type; | player selectWeapon _type; | ||
}; | }; | ||
};</sqf> | }; | ||
</sqf> | |||
}} | }} |
Revision as of 19:43, 3 September 2024
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:
- Example 3:
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