selectWeapon

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Hover & click on the images for description

Description

Description:
Selects the given weapon.
Groups:
Weapons

Syntax

Syntax:
unitName selectWeapon muzzleName
Parameters:
unitName: Object
muzzleName: String - Name of the weapon or muzzle
For weapons that have more than one muzzle, you have to input the muzzleName and not the weaponName.
  • In Operation Flashpoint, in most cases, both names are the same. But check.
  • In Armed Assault the weaponNames and muzzleNames are different.
  • For muzzle names see CfgWeapons.
Return Value:
Nothing

Examples

Example 1:
_soldier1 selectWeapon "LAWLauncher";
Example 2:
player selectWeapon "M203Muzzle";

Additional Information

See also:
fireforceWeaponFireprimaryWeaponhandgunWeaponsecondaryWeaponweaponsaction SwitchWeaponaction 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 5 Aug, 2008
Dr_Eyeball
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 22 Mar, 2010
MaestrO.fr
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;
   };
 };