weaponsTurret

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Description

Description:
Returns all weapons of a given turret. Use turret path [-1] for driver's turret.
Groups:
Turrets

Syntax

Syntax:
vehicle weaponsTurret turretPath
Parameters:
vehicle: Object
turretPath: Array format Turret Path
Return Value:
Array of Strings

Examples

Example 1:
_weapons = vehicle player weaponsTurret [0,0];
Example 2:
_weapons = _tank weaponsTurret [0];
Example 3:
_driverWeapon = _ka50pilot weaponsTurret [-1];
Example 4:
_weaponsForAnyTurrentPosition = (vehicle player) weaponsTurret ((assignedVehicleRole player) select 1);

Additional Information

See also:
addMagazineTurret magazinesTurret removeMagazinesTurret removeMagazineTurret weapons assignedVehicleRole addWeaponTurret removeWeaponTurret turretLocal

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
kju - c
Posted on Mar 11, 2011 - 07:49 (UTC)
Use assignedVehicleRole in combination to easily determine the weapons for any vehicle position. You need to check for -1 if the unit is in the driver/pilot position. See example 3 and 4.
DenV - c
Posted on May 30, 2012 - 16:26 (UTC)
Returns information (including the turrets paths) about all weapons on turrets
funcGetTurretsWeapons = { private ["_result", "_getAnyMagazines", "_findRecurse", "_class"]; _result = []; _getAnyMagazines = { private ["_weapon", "_mags"]; _weapon = configFile >> "CfgWeapons" >> _this; _mags = []; { _mags = _mags + getArray ( (if (_x == "this") then { _weapon } else { _weapon >> _x }) >> "magazines" ) } forEach getArray (_weapon >> "muzzles"); _mags }; _findRecurse = { private ["_root", "_class", "_path", "_currentPath"]; _root = (_this select 0); _path = +(_this select 1); for "_i" from 0 to count _root -1 do { _class = _root select _i; if (isClass _class) then { _currentPath = _path + [_i]; { _result set [count _result, [_x, _x call _getAnyMagazines, _currentPath, str _class]]; } forEach getArray (_class >> "weapons"); _class = _class >> "turrets"; if (isClass _class) then { [_class, _currentPath] call _findRecurse; }; }; }; }; _class = ( configFile >> "CfgVehicles" >> ( switch (typeName _this) do { case "STRING" : {_this}; case "OBJECT" : {typeOf _this}; default {nil} } ) >> "turrets" ); [_class, []] call _findRecurse; _result; };
This call:
"M1A2_US_TUSK_MG_EP1" call funcGetTurretsWeapons;
will return all turrets weapons, their magazines and their paths:
[
	["M256", ["20Rnd_120mmSABOT_M1A2", "20Rnd_120mmHE_M1A2"], [0], "bin\config.bin/CfgVehicles/M1A2_US_TUSK_MG_EP1/Turrets/MainTurret"],
	["M240_veh", ["100Rnd_762x51_M240", "1200Rnd_762x51_M240"], [0], "bin\config.bin/CfgVehicles/M1A2_US_TUSK_MG_EP1/Turrets/MainTurret"],
	["M2BC", ["100Rnd_127x99_M2"], [0, 0], "bin\config.bin/CfgVehicles/M1A2_US_TUSK_MG_EP1/Turrets/MainTurret/Turrets/CommanderOptics"],
	["SmokeLauncher", ["SmokeLauncherMag"], [0, 0], "bin\config.bin/CfgVehicles/M1A2_US_TUSK_MG_EP1/Turrets/MainTurret/Turrets/CommanderOptics"],
	["M240_veh_2", ["100Rnd_762x51_M240", "1200Rnd_762x51_M240"], [0, 1], "bin\config.bin/CfgVehicles/M1A2_US_TUSK_MG_EP1/Turrets/MainTurret/Turrets/LoaderTurret"]
]