selectWeapon – Talk

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Revision as of 07:04, 4 January 2015 by Vdmj (talk | contribs) (Correct reading of a modes and muzzles weapon subclasses)
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Original BI comref states:

unit selectWeapon weapon

Description states:

Selects the given weapon. For weapon values see CfgWeapons.

Example states:

soldierOne selectWeapon "LAWLauncher"

Perhaps "M136" would have been better.  ;)

Planck 23:49, 12 April 2007 (CEST)


Correct reading of a modes and muzzles weapon subclasses

I've idea about this code:

  if (count _muzzles > 1) then
  {
    player selectWeapon (_muzzles select 0);
  }
  else
  {
    player selectWeapon _type;
  };

And if we have such a config we get semantic error:

class MySuperRifle : AK74 {
    // ...
    muzzles[] = {"MySuperRifleRealMuzzle"};
    class MySuperRifleRealMuzzle : AK74 {
        // ...
    };
};

or such config:

class MySuperRifle : AK74 {
    // ...
    muzzles[] = {"MySuperRifleRealMuzzle", "this"};
    class MySuperRifleRealMuzzle : AK74 {
        // ...
    };
};

So we must check such condition: ((_muzzles select 0) != "this"), but not the (count _muzzles > 1).

private [
    "_weaponClassName", "_weaponConfig", "_muzzles",
    "_firstMuzzleName", "_realMuzzleName"
];
_weaponClassName = primaryWeapon player;
if (_weaponClassName != "") then {
    _weaponConfig = configFile >> "CfgWeapons" >> _weaponClassName;
    _muzzles = getArray (_weaponConfig >> "muzzles");
    if (count _muzzles > 0) then {
        _firstMuzzleName = _muzzles select 0;
        _realMuzzleName = (
            if (_firstMuzzleName != "this") then {
                _firstMuzzleName
            } else {
                _weaponClassName
            }
        );
       player selectWeapon _realMuzzleName;
    };
}

All of this is also true for reading "modes" subclasses

denisko.redisko (denvdmj) (talk) 07:04, 4 January 2015 (CET)