selectWeapon – Talk
Categories:
Original BI comref states:
unit selectWeapon weapon
Description states:
Selects the given weapon. For weapon values see CfgWeapons.
Example states:
soldierOne selectWeapon "LAWLauncher"
Perhaps "M136" would have been better. ;)
Planck 23:49, 12 April 2007 (CEST)
Correct reading of a modes and muzzles weapon subclasses
I've idea about this code:
if (count _muzzles > 1) then
{
player selectWeapon (_muzzles select 0);
}
else
{
player selectWeapon _type;
};
And if we have such a config we get semantic error:
class MySuperRifle : AK74 {
// ...
muzzles[] = {"MySuperRifleRealMuzzle"};
class MySuperRifleRealMuzzle : AK74 {
// ...
};
};
or such config:
class MySuperRifle : AK74 {
// ...
muzzles[] = {"MySuperRifleRealMuzzle", "this"};
class MySuperRifleRealMuzzle : AK74 {
// ...
};
};
So we must check such condition: ((_muzzles select 0) != "this"), but not the (count _muzzles > 1).
private [
"_weaponClassName", "_weaponConfig", "_muzzles",
"_firstMuzzleName", "_realMuzzleName"
];
_weaponClassName = primaryWeapon player;
if (_weaponClassName != "") then {
_weaponConfig = configFile >> "CfgWeapons" >> _weaponClassName;
_muzzles = getArray (_weaponConfig >> "muzzles");
if (count _muzzles > 0) then {
_firstMuzzleName = _muzzles select 0;
_realMuzzleName = (
if (_firstMuzzleName != "this") then {
_firstMuzzleName
} else {
_weaponClassName
}
);
player selectWeapon _realMuzzleName;
};
}
All of this is also true for reading "modes" subclasses
denisko.redisko (denvdmj) (talk) 07:04, 4 January 2015 (CET)