Unit Loadout Array

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Index Element Description
0 Primary Weapon
  • classname
  • suppressor
  • pointer
  • optics
  • muzzle 1's magazine and ammunition
  • muzzle 2's magazine and ammunition
  • bipod
1 Secondary Weapon
  • classname
  • suppressor
  • pointer
  • optics
  • muzzle 1's magazine and ammunition
  • muzzle 2's magazine and ammunition
  • bipod
2 Handgun Weapon
  • classname
  • suppressor
  • pointer
  • optics
  • muzzle 1's magazine and ammunition
  • muzzle 2's magazine and ammunition
  • bipod
3 Uniform
  • classname
  • Array of:
    • If item: items name and count
    • If magazine: magazines name, count, and their ammo count
    • If weapon: weapon detail (see the Primary Weapon) and count
    • If container (backpack/vest/uniform): container name and whether it's a backpack (backpacks are defined in CfgVehicles, and vests and uniforms in CfgWeapons)
4 Vest
  • classname
  • Array of:
    • If item: items name and count
    • If magazine: magazines name, count, and their ammo count
    • If weapon: weapon detail (see the Primary Weapon) and count
    • If container (backpack/vest/uniform): container name and whether it's a backpack (backpacks are defined in CfgVehicles, and vests and uniforms in CfgWeapons)
5 Backpack
  • classname
  • Array of:
    • If item: items name and count
    • If magazine: magazines name, count, and their ammo count
    • If weapon: weapon detail (see the Primary Weapon) and count
    • If container (backpack/vest/uniform): container name and whether it's a backpack (backpacks are defined in CfgVehicles, and vests and uniforms in CfgWeapons)
6 Headgear classname (String)
7 Goggles/Facewear classname (String)
8 Binoculars
  • classname
  • suppressor
  • pointer
  • optics
  • muzzle 1's magazine and ammunition
  • muzzle 2's magazine and ammunition
  • bipod
9 Assigned Items
  • Map
  • GPS/UAV terminal
  • Radio
  • Compass
  • Watch
  • NVG

This array format is used with getUnitLoadout and setUnitLoadout commands. Its format is described in the side table.

Weapons listed as storage items are always listed at the end of the array, but are displayed at the top of the list in the UI.


Examples

These are examples of Unit Loadout Array structures (see getUnitLoadout, setUnitLoadout).

B_soldier_AT_F

[
	/* primary weapon */	["arifle_MXC_Holo_pointer_F", "", "acc_pointer_IR", "optic_Holosight", ["30Rnd_65x39_caseless_mag", 30], [], ""],
	/* secondary weapon */	["launch_B_Titan_short_F", "", "", "", ["Titan_AT", 1], [], ""],
	/* handgun weapon */	["hgun_P07_F", "", "", "", ["16Rnd_9x21_Mag", 16], [], ""],
	/* uniform */			["U_B_CombatUniform_mcam", [["FirstAidKit", 1], ["30Rnd_65x39_caseless_mag", 2, 30], ["Chemlight_green", 1, 1]]],
	/* vest */				["V_PlateCarrier1_rgr", [["30Rnd_65x39_caseless_mag", 3, 30], ["16Rnd_9x21_Mag", 2, 16], ["SmokeShell", 1 ,1], ["SmokeShellGreen", 1, 1], ["Chemlight_green", 1, 1]]],
	/* backpack */			["B_AssaultPack_mcamo_AT",[["Titan_AT", 2, 1]]],
	/* items */				"H_HelmetB_light_desert", "G_Bandanna_tan",[],
	/* items */				["ItemMap", "", "ItemRadio", "ItemCompass", "ItemWatch", "NVGoggles"]
]

Misc

[
	[
		"arifle_MX_GL_F","muzzle_snds_H", "acc_pointer_IR", "optic_Aco",	// Primary weapon, (weapon items) silencer, pointer, optic
		["30Rnd_65x39_caseless_mag", 30],									// Loaded mag in primary muzzle, ammo count
		["1Rnd_HE_Grenade_shell", 1],										// Loaded mag in secondary muzzle, ammo count
		""	// Bipod
	],
	[],	// Secondary weapon info (see primary above)
	[	// handGun info (see primary above)
		"hgun_P07_F", "", "", "",
		["16Rnd_9x21_Mag", 16],
		[],
		""
	],
	[	// Uniform
		"U_B_CombatUniform_mcam", // Uniform Type
		[	// Uniform Items
			["FirstAidKit", 1],	// Type, count
			["30Rnd_65x39_caseless_mag", 2, 30] // Magazines are: Type, count, ammo
		]
	],
	[	// Vest Info
		"V_PlateCarrierGL_rgr",	// Vest Type
		[	// Vest Items
			["30Rnd_65x39_caseless_mag", 3, 30]
		]
	],
	[   // Backpack Info
        "B_Carryall_ocamo",                    // Backpack type
		[	// Backpack Items
			["B_Carryall_khk", true],          // A backpack inside the backpack (isBackpack is true, so item is defined in CfgVehicles)
            ["U_B_CombatUniform_mcam", false], // A uniform inside the backpack (isBackpack is false, so item is defined in CfgWeapons)
            // A weapon inside the backpack
            [["arifle_MX_ACO_pointer_F", "", "acc_pointer_IR", "optic_Aco", [], [], ""], 1]
		]
    ],
	"H_HelmetSpecB_blk",					// Helmet
	"G_Tactical_Clear",						//Facewear glasses/bandanna etc
	["Binocular", "", "", "", [], [], ""],	// Weapon Binocular (follows same layout as other weapons above)
	["ItemMap", "ItemGPS", "ItemRadio", "ItemCompass", "ItemWatch", "NVGoggles"]	// AssignedItems ItemGPS can also be a UAV Terminal
]