addWeapon: Difference between revisions
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<dd class="notedate">Posted on August 2, 2006 - 10:19</dd> | |||
<dt class="note">'''[[User:Hardrock|hardrock]]'''</dt><dd class="note">''Notes from before the conversion:'' | |||
To ensure that the weapon is loaded at the start of the mission, add at least one magazine ([[addMagazine]]) before adding the weapon. To remove weapons use the [[removeAllWeapons]] or the [[removeWeapon]] commands. | To ensure that the weapon is loaded at the start of the mission, add at least one magazine ([[addMagazine]]) before adding the weapon. To remove weapons use the [[removeAllWeapons]] or the [[removeWeapon]] commands. | ||
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Revision as of 11:19, 2 August 2006
Description
- Description:
- Add a weapon to a unit. Infantry units can only carry a specific number of weapons, once the weapon slots are filled, any further addWeapon commands are ignored.
- Groups:
- Uncategorised
Syntax
- Syntax:
- unit addWeapon weaponName
- Parameters:
- unit: Object - unit to add the weapon to
- weaponName: String - weapon name. See the topic Weapon and Magazine Names for reference about possible values.
- Return Value:
- Nothing
Examples
- Example 1:
player addWeapon "M16"
Additional Information
- See also:
- removeWeaponremoveAllWeaponsaddMagazine
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
Notes
- Posted on August 2, 2006 - 10:19
- hardrock
- Notes from before the conversion: To ensure that the weapon is loaded at the start of the mission, add at least one magazine (addMagazine) before adding the weapon. To remove weapons use the removeAllWeapons or the removeWeapon commands.