selectWeapon: Difference between revisions

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[[Category:Command_Group:_Weapons|{{uc:{{PAGENAME}}}}]]
[[Category:Command_Group:_Weapons|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands ArmA2|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands ArmA2|{{uc:{{PAGENAME}}}}]]
[[Category:Scripting Commands VBS2|{{uc:{{PAGENAME}}}}]]

Revision as of 02:43, 2 December 2009

Hover & click on the images for description

Description

Description:
Selects the given weapon. Note: For weapons that have more than one muzzle, you have to input the muzzlename and not the weaponName. The only weapons that have muzzleNames seem to be rifles with grenade launchers, handgrenades, smokeshells and satchels. In all other cases the weaponName must be used. Fortunately, in OFP, in most cases, both names are the same. But check. In ArmA the weaponNames and muzzleNames are different. For muzzle names see cfgWeapons.
Groups:
Uncategorised

Syntax

Syntax:
unitName selectWeapon muzzleName
Parameters:
unitName: Object
muzzleName: String
Return Value:
Nothing

Examples

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

Additional Information

See also:
action 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

Notes

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; }; };

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