weaponState
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Description
- Description:
- Returns the given or currently selected weapon state for unit or vehicle. With syntax 2, if no optional arguments are present, currently selected weapon is queried.
- Groups:
- Weapons
Syntax 1
- Syntax:
- weaponState unit
- Parameters:
- unit: Object
- Return Value:
- Array - in format [weapon, muzzle, firemode, magazine, ammoCount, roundReloadPhase, magazineReloadPhase], where:
Syntax 2
- Syntax:
- weaponState [vehicle, turretPath, weapon, muzzle, firemode]
- Parameters:
- vehicle: Object
- turretPath: Array
- since 1.70
- weapon: String - (Optional) weapon or muzzle name
- since 2.08
- muzzle: String - (Optional) muzzle name
- since 2.08
- firemode: String - (Optional) firemode name
- Return Value:
- Array - in format [weapon, muzzle, firemode, magazine, ammoCount, roundReloadPhase, magazineReloadPhase], where:
Syntax 3
- Syntax:
- unit weaponState weaponOrMuzzle
- Parameters:
- unit: Object
- weaponOrMuzzle: String
- Return Value:
- Array - in format [weapon, muzzle, firemode, magazine, ammoCount, roundReloadPhase, magazineReloadPhase], where:
Examples
- Example 1:
- Example 2:
- Query currently selected gunner weapon:
_wsVehicle = weaponState [_apc, [0]]; // ["autocannon_40mm_CTWS","HE","player","60Rnd_40mm_GPR_Tracer_Red_shells",60,0,0]
- Example 3:
- _wsVehicle = weaponState [_apc, [0], "AP"]; // ["autocannon_40mm_CTWS","AP","player","40Rnd_40mm_APFSDS_Tracer_Red_shells",40,0,0]
- Example 4:
Additional Information
- See also:
- weapons selectWeaponTurret loadMagazine magazinesTurret weaponsTurret weaponReloadingTime.
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 Mar 31, 2022 - 04:08 (UTC)
-
In the case of a GL rifle, if the rifle is currently in GL mode, syntax 3 will return the same result for either muzzle:
In rifle mode, the result is different:Therefore, in order to gather all states of one multi-muzzle weapon, we have to do some masochistic stuff:fn_getWeaponStates = { params ["_unit", "_weapon"]; private _origState = weaponState _unit select [0,3]; private _muzzles = [_weapon] + (getArray (configFile >> "CfgWeapons" >> _weapon >> "muzzles") select { _x != "this" }); private _states = []; { _unit selectWeapon _x; _states pushBack weaponState _unit; } forEach _muzzles; _unit selectWeapon _origState; _states; }; private _result = [player, primaryWeapon player] call fn_getWeaponStates; /* [ ["arifle_MX_GL_ACO_F", "arifle_MX_GL_ACO_F", "Single", "30Rnd_65x39_caseless_mag", 30, 0, 0], ["arifle_MX_GL_ACO_F", "GL_3GL_F", "Single", "1Rnd_HE_Grenade_shell", 1, 0, 0] ] */