addWeaponWithAttachmentsCargo: Difference between revisions

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|p1= container: [[Object]] - Container to add the weapon to, might be backpack, ammobox or vehicle |Parameter 1=
|p1= container: [[Object]] - Container to add the weapon to, might be backpack, ammobox or vehicle |Parameter 1=


|p2= <nowiki>[</nowiki>[weapon, muzzle, flashlight, optics, [primaryMuzzleMagazine, ammoCount], [secondaryMuzzleMagazine, ammoCount], bipod], weaponsCount]: [[Array]] |Parameter 2=
|p2= [<nowiki/>[weapon, muzzle, flashlight, optics, [primaryMuzzleMagazine, ammoCount], [secondaryMuzzleMagazine, ammoCount], bipod], weaponsCount]: [[Array]] |Parameter 2=


|p3= [weapon, muzzle, flashlight, optics, [primaryMuzzleMagazine, ammoCount], [secondaryMuzzleMagazine, ammoCount], bipod]: [[Array]] in format [[weaponsItems]] |Parameter 3=
|p3= [weapon, muzzle, flashlight, optics, [primaryMuzzleMagazine, ammoCount], [secondaryMuzzleMagazine, ammoCount], bipod]: [[Array]] in format [[weaponsItems]] |Parameter 3=

Revision as of 01:07, 12 June 2020

Hover & click on the images for description

Description

Description:
Adds a weapon into cargo space of a vehicle / box with given attachments / magazines. Ignores available cargo space. If the weapon class has any pre-attached items (LinkedItems), they are removed and new items, supplied via command arguments, are added.
This command has local effect; for a global variant, see addWeaponWithAttachmentsCargoGlobal.
Groups:
Uncategorised

Syntax

Syntax:
container addWeaponWithAttachmentsCargo [[weapon, muzzle, flashlight, optics, [primaryMuzzleMagazine, ammoCount], [secondaryMuzzleMagazine, ammoCount], bipod], weaponsCount]
Parameters:
container: Object - Container to add the weapon to, might be backpack, ammobox or vehicle
[[weapon, muzzle, flashlight, optics, [primaryMuzzleMagazine, ammoCount], [secondaryMuzzleMagazine, ammoCount], bipod], weaponsCount]: Array
[weapon, muzzle, flashlight, optics, [primaryMuzzleMagazine, ammoCount], [secondaryMuzzleMagazine, ammoCount], bipod]: Array in format weaponsItems
weapon: String - Weapon class name. See the topic Category:Weapons for reference about possible values
muzzle: String - Muzzle attachment class name or "" if not needed
flashlight: String - Side rail attachment class name or "" if not needed
optics: String - Top rail attachment class name or "" if not needed
[primaryMuzzleMagazine, ammoCount]: Array - Primary muzzle magazine info or [] if not needed
primaryMuzzleMagazine: String - Magazine class name
ammoCount: Number - Ammo count in magazine (will be clipped in 0 and max mag capacity range)
[secondaryMuzzleMagazine, ammoCount]: Array - Secondary muzzle magazine info or [] if not needed
secondaryMuzzleMagazine: String - Magazine class name
ammoCount: Number - Ammo count in magazine (will be clipped in 0 and max mag capacity range)
bipod: String - Underbarrel rail attachment class name or "" if not needed
weaponsCount: Number - Number of weapons to add
Return Value:
Nothing

Examples

Example 1:
cursorObject addWeaponWithAttachmentsCargo [["arifle_MX_GL_F", "muzzle_snds_H", "", "optic_aco", ["30Rnd_65x39_caseless_mag", 15], ["3Rnd_HE_Grenade_shell", 2], ""], 2];
Example 2:
Add five MX GL rifles with flashlight side attachment and a full 30 rounds magazine loaded into the gun, and full 3Rnd HE grenade magazine loaded into the grenade launcher: cursorObject addWeaponWithAttachmentsCargo [["arifle_MX_GL_F", "", "acc_flashlight", "", ["30Rnd_65x39_caseless_mag", 30], ["3Rnd_HE_Grenade_shell", 2], ""], 5]
Example 3:
Add one MX rifle without any attachments or magazines event though the class has linked items: cursorObject addWeaponWithAttachmentsCargo [["arifle_MX_Holo_pointer_F", "", "", "", [], [], ""], 1];
Example 4:
Add all weapons on player with attachments: { cursorObject addWeaponWithAttachmentsCargo [_x, 1] } forEach weaponsItems player;

Additional Information

See also:
weaponsItemsaddWeaponCargoaddWeaponCargoGlobalclearWeaponCargogetWeaponCargoaddWeaponWithAttachmentsCargoGlobal

Notes

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