isWeaponDeployed: Difference between revisions

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|x1= <code>_dep = isWeaponDeployed player;</code>
|x1= <code>_dep = isWeaponDeployed player;</code>


|x2= <code>_depOnObj = isWeaponDeployed <nowiki>[</nowiki>player, [[false]]];</code>
|x2= <code>_depOnObj = isWeaponDeployed <nowiki>[</nowiki>player, false];</code>


|seealso= [[isWeaponRested]] [[canDeployWeapon]]
|seealso= [[isWeaponRested]] [[canDeployWeapon]]

Revision as of 12:13, 12 May 2022

Hover & click on the images for description

Description

Description:
Returns true if weapon is currently deployed.
Groups:
Weapons

Syntax

Syntax:
isWeaponDeployed unit
Parameters:
unit: Object
Return Value:
Boolean

Alternative Syntax

Syntax:
isWeaponDeployed [unit, onGround]
Parameters:
unit: Object
onGround (Optional): Boolean - true to check if deployed on ground, false to check if deployed on object. Omitted - same as main syntax.
Return Value:
Boolean

Examples

Example 1:
_dep = isWeaponDeployed player;
Example 2:
_depOnObj = isWeaponDeployed [player, false];

Additional Information

See also:
isWeaponRested canDeployWeapon

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
AgentRev - c
Posted on Jul 01, 2015 - 16:44 (UTC)
You can force a unit out of bipod or resting with: _unit playMove "";
Beno 83au - c
Posted on Mar 04, 2017 - 03:58 (UTC)
playMove, as well as switchMove, appears to not work when forcing a player out of being deployed. A more reliable method is: _player setPos (_player modelToWorld [0,0,0]);