weaponsItems

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Hover & click on the images for description

Description

Description:
Returns an array with subarrays contains class names and also names of connected items of all the vehicle's weapons.
Since Arma 3 v1.21.124406 it is possible to query weapon holders and ammo crates with this command.
Groups:
Uncategorised

Syntax

Syntax:
weaponsItems vehicle
Parameters:
vehicle: Object - unit or vehicle
Return Value:
Array

Examples

Example 1:
hint str weaponsItems player;
Weaponsitems.jpg

[ [ //=PRIMARY= "arifle_MX_ACO_pointer_F", //weapon "muzzle_snds_H", //suppressor "acc_pointer_IR", //laser "optic_Aco", //optics [ //loaded magazine "30Rnd_65x39_caseless_mag", //mag type 30 //mag ammo count ] ], [ //=SECONDARY= "launch_NLAW_F", "", "", "", [ "NLAW_F", 1 ] ], [ //=HANDGUN= "hgun_P07_F", "muzzle_snds_L", "", "", [ "16Rnd_9x21_Mag", 11 ] ] ]

Example 2:
hint str weaponsItems vehicle player; [ [ "gatling_30mm", "", "", "", [ "250Rnd_30mm_HE_shells", 250 ] ], [ "missiles_SCALPEL", "", "", "", [ "8Rnd_LG_scalpel", 8 ] ], [ "rockets_Skyfire", "", "", "", [ "38Rnd_80mm_rockets", 38 ] ] ]

Additional Information

See also:
weaponsItemsCargoprimaryWeaponItemssecondaryWeaponItemshandgunItemsaddPrimaryWeaponItemaddSecondaryWeaponItemaddHandgunItemprimaryWeaponsecondaryWeaponhandgunWeaponweaponAccessories

Notes

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Notes

Posted on August 17, 2013
AgentRev
Be careful with this function. The weapons are listed in the order they were taken by the unit, with the most recent at the bottom of the array. Therefore, do not assume the first one is always the primary weapon, and so on. Also, here's how the primary weapon looks if it has a grenade launcher with a loaded grenade:

[ "arifle_MX_GL_F", "muzzle_snds_H", "acc_pointer_IR", "optic_Aco", [ "30Rnd_65x39_caseless_mag", 30 ], [ "1Rnd_HE_Grenade_shell", 1 ] ]

Bottom Section

Posted on October 25, 2014 - 01:45 (UTC)
DreadedEntity
The output of this command is an array of arrays and is as follows: (If the unit only has 1 weapon, output is an array within an array.) [ [ ((_arr select 0) select 0) //STRING - The weapon's classname ((_arr select 0) select 1) //STRING - Classname of the unit's equipped 'Muzzle/Barrel Accessory' ((_arr select 0) select 2) //STRING - Classname of the unit's equipped 'Side Accessory' ((_arr select 0) select 3) //STRING - Classname of the unit's equipped 'Top/Optic Accessory' ((_arr select 0) select 4) //ARRAY - Magazine information [ (((_arr select 0) select 4) select 0) //STRING - Classname of the loaded magazine (((_arr select 0) select 4) select 1) //SCALAR(Number) - Amount of bullets in the mag ] ] //If unit has more than one weapon, the output will follow the same pattern as above except with a new element ]
If you use this command on a unit that does not have a magazine loaded, the array containing magazine info is not included (_this select 4). Sample output with running "hint str weaponsItems player;" after manually removing the magazines from the weapons.
Tested with "B_Soldier_F". [ [ "arifle_MX_ACO_pointer_F", "", "acc_pointer_IR", "optic_Aco" ], [ "hgun_P07_F", "", "", "" ] ]
You can use this code to easily check if an array element exists (note the curly brackets indicating a "code" type): if (isNil {_weaponsItemsOutput select 4}) then {hint "No magazine is loaded";}
This command returns an empty array if the unit has no weapons equipped.
All of this was tested in A3 1.32.127785