currentWeapon
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Description
- Description:
- Return the name of the currently selected weapon (on the primary turret for vehicles).
- Groups:
- Uncategorised
Syntax
Examples
- Example 1:
_weaponClass = currentWeapon (vehicle player);//Example: "M16A2GL"
- Example 2:
_weaponClass = currentWeapon player;
Additional Information
- See also:
- currentMagazinecurrentMuzzlecurrentVisionModecurrentWeaponModecurrentZeroingmagazinesTurretweaponsTurret
Notes
-
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Notes
- Posted on July 15, 2009 - 04:00 (CEST)
- Lou Montana
- You have to make a little delay (sleep 0.001; (not less)) to use this command, else you will be returned an empty string.
- Posted on July 15, 2009 - 04:00 (CEST)
- Lou Montana
- It seems it's not working in 1.02 for other unit than player.
- Posted on May 4, 2010
- Terox
- This works for vehicles providing there is a gunner
Bottom Section
- Posted on October 2, 2015 - 04:28 (UTC)
- Pierre MGI
- Place a non-armed vehicle in your group. Ask for currentWeapon (driver vehicle) (in a loop with cursortarget for example). There is no result. Make the driver disembark. The man has a weapon and this command starts to work (the AI unit is also is own driver). Make this AI jump into the vehicle. Now, the info of current weapon of the driver is persistent. There is no way, on my knowledge to easily check if an embarked unit has a weapon until this unit jump out / into a vehicle. Further more, if you check and empty the subordinate inventory (selected unit then 6 and scroll until open subordinate's inventory, currentWeapon will return the weapon in unit's hands, then "throw" for grenades and even chemlight, then nothing when emptied inventory, then binocular if you fill it with binocular only, and so on. The concept of weapon is far too broad!