hasWeapon: Difference between revisions
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|r1= [[Boolean]] - returns true if the unit has the weapon, false if not. | |r1= [[Boolean]] - returns true if the unit has the weapon, false if not. | ||
|x1= < | |x1= <sqf>if !(player hasWeapon "arifle_MX_ACO_pointer_F") then { player addWeapon "arifle_MX_ACO_pointer_F" };</sqf> | ||
|seealso= [[weapons]] | |seealso= [[weapons]] | ||
}} | }} | ||
{{Note | |||
|user= Benargee | |||
|timestamp= 20140911104900 | |||
|text= This command doesn't work for Items in Arma 3, use this instead (e.g [[Arma_3_CfgWeapons_Items#ItemGPS|ItemGPS]]). | |||
<sqf>"ItemGPS" in (items player + assignedItems player)</sqf> | |||
This command doesn't work for Items in Arma 3, use this instead. | |||
Returns [[true]] if unit has gps in inventory, assigned or not. | Returns [[true]] if unit has gps in inventory, assigned or not. | ||
}} | |||
Latest revision as of 10:14, 13 May 2022
Description
- Description:
- Checks if a unit has the given weapon in hands or on back/in holster. Weapons inside unit containers such as vest and backpack are not counted.
- Groups:
- WeaponsUnit Inventory
Syntax
- Syntax:
- unitName hasWeapon weaponName
- Parameters:
- unitName: Object
- weaponName: String - the name of the weapon to check for.
- Return Value:
- Boolean - returns true if the unit has the weapon, false if not.
Examples
- Example 1:
Additional Information
- See also:
- weapons
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
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint version 1.00
- Operation Flashpoint: New Scripting Commands
- Operation Flashpoint: Scripting Commands
- Operation Flashpoint: Elite: Scripting Commands
- ArmA: Armed Assault: Scripting Commands
- Arma 2: Scripting Commands
- Arma 2: Operation Arrowhead: Scripting Commands
- Take On Helicopters: Scripting Commands
- Arma 3: Scripting Commands
- Command Group: Weapons
- Command Group: Unit Inventory