Difference between revisions of "hasWeapon"
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− | {{ | + | {{RV|type=command |
− | | ofp | | + | |game1= ofp |
+ | |version1= 1.00 | ||
− | |1.00 | + | |game2= ofpe |
+ | |version2= 1.00 | ||
− | | | + | |game3= arma1 |
+ | |version3= 1.00 | ||
− | | | + | |game4= arma2 |
+ | |version4= 1.00 | ||
− | | | + | |game5= arma2oa |
+ | |version5= 1.50 | ||
− | | | + | |game6= tkoh |
+ | |version6= 1.00 | ||
− | | | + | |game7= arma3 |
+ | |version7= 0.50 | ||
− | | | + | |arg= global |
− | | | + | |gr1= Weapons |
− | | | + | |gr2= Unit Inventory |
− | |||
− | |||
− | |||
− | | | + | |descr= Checks if a unit has the given weapon in hands or on back/in holster. Weapons inside unit containers such as vest and backpack are not counted. |
− | + | |s1= unitName [[hasWeapon]] weaponName | |
+ | |||
+ | |p1= unitName: [[Object]] | ||
− | + | |p2= weaponName: [[String]] - the name of the weapon to check for. | |
− | |||
− | |||
− | + | |r1= [[Boolean]] - returns true if the unit has the weapon, false if not. | |
− | |||
− | |||
− | |||
− | |||
− | |||
+ | |x1= <sqf>if !(player hasWeapon "arifle_MX_ACO_pointer_F") then { player addWeapon "arifle_MX_ACO_pointer_F" };</sqf> | ||
− | + | |seealso= [[weapons]] | |
− | + | }} | |
− | + | {{Note | |
− | + | |user= Benargee | |
− | [[ | + | |timestamp= 20140911104900 |
− | [[ | + | |text= This command doesn't work for Items in Arma 3, use this instead (e.g [[Arma_3_CfgWeapons_Items#ItemGPS|ItemGPS]]). |
− | + | <sqf>"ItemGPS" in (items player + assignedItems player)</sqf> | |
− | + | Returns [[true]] if unit has gps in inventory, assigned or not. | |
− | + | }} | |
− | |||
− |
Latest revision as of 11:14, 13 May 2022
Description
- Description:
- Checks if a unit has the given weapon in hands or on back/in holster. Weapons inside unit containers such as vest and backpack are not counted.
- Groups:
- WeaponsUnit Inventory
Syntax
- Syntax:
- unitName hasWeapon weaponName
- Parameters:
- unitName: Object
- weaponName: String - the name of the weapon to check for.
- Return Value:
- Boolean - returns true if the unit has the weapon, false if not.
Examples
- Example 1:
Additional Information
- See also:
- weapons
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
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint version 1.00
- Operation Flashpoint: New Scripting Commands
- Operation Flashpoint: Scripting Commands
- Operation Flashpoint: Elite: Scripting Commands
- ArmA: Armed Assault: Scripting Commands
- Arma 2: Scripting Commands
- Arma 2: Operation Arrowhead: Scripting Commands
- Take On Helicopters: Scripting Commands
- Arma 3: Scripting Commands
- Command Group: Weapons
- Command Group: Unit Inventory