setUnitLoadout: Difference between revisions
Jump to navigation
Jump to search
Lou Montana (talk | contribs) m (Text replacement - "<code>([^ ]*)\[\[([a-zA-Z][a-zA-Z0-9_]+)\]\]([^ ]*)<\/code>" to "<code>$1$2$3</code>") |
Lou Montana (talk | contribs) m (Text replacement - "\|x([0-9])= *<code>([^<]*)<\/code>" to "|x$1= <sqf>$2</sqf>") |
||
Line 57: | Line 57: | ||
|r4= [[Nothing]] | |r4= [[Nothing]] | ||
|x1= < | |x1= <sqf>player_2 setUnitLoadout (getUnitLoadout player_1); // Copies loadout from player_1 and applies it to player_2</sqf> | ||
|x2= <code>player_2 setUnitLoadout [<nowiki/>getUnitLoadout player_1, true]; // Copies loadout from player_1 and applies it to player_2 while topping up all magazines</code> | |x2= <code>player_2 setUnitLoadout [<nowiki/>getUnitLoadout player_1, true]; // Copies loadout from player_1 and applies it to player_2 while topping up all magazines</code> | ||
|x3= < | |x3= <sqf>_unit setUnitLoadout "B_Soldier_F";</sqf> | ||
|x4= < | |x4= <sqf>_unit setUnitLoadout (configFile >> "CfgVehicles" >> "B_Soldier_F");</sqf> | ||
|x5= < | |x5= <sqf>_unit setUnitLoadout (missionConfigFile >> "MyLoadout");</sqf> | ||
|x6= Strip unit of everything: | |x6= Strip unit of everything: |
Revision as of 10:24, 13 May 2022
Description
- Description:
- Creates a loadout from given inventory structure and applies it to a unit. When String for class name is supplied, the command will search CfgVehicles for the given class in order to extract the loadout from config. If Config is given, it will search given config (including mission config) for the loadout information. In either case, the config should contain the following entries, which is standard for any unit class, for example:
class MyLoadout { uniformClass = "U_B_CombatUniform_mcam"; backpack = "B_AssaultPack_mcamo"; linkedItems[] = {"V_PlateCarrier1_rgr","H_HelmetB","ItemCompass","ItemWatch","ItemRadio","NVGoggles"}; weapons[] = {"arifle_MX_ACO_pointer_F","hgun_P07_F"}; items[] = {"FirstAidKit","FirstAidKit","FirstAidKit"}; magazines[] = {"30Rnd_65x39_caseless_mag","16Rnd_9x21_Mag","SmokeShell","HandGrenade","HandGrenade","HandGrenade","HandGrenade","HandGrenade","HandGrenade","HandGrenade","HandGrenade","HandGrenade","HandGrenade","HandGrenade","HandGrenade","HandGrenade","HandGrenade","HandGrenade","HandGrenade","HandGrenade","HandGrenade","HandGrenade","HandGrenade","HandGrenade","HandGrenade","HandGrenade","HandGrenade"}; };
- Groups:
- Unit Inventory
Syntax 1
- Syntax:
- unit setUnitLoadout loadout
- Parameters:
- unit: Object
- loadout: Array - Unit Loadout Array
- Return Value:
- Nothing
Syntax 2
- Syntax:
- unit setUnitLoadout [loadout, fullMagazines]
- Parameters:
- unit: Object
- loadout: Array - Unit Loadout Array
- fullMagazines: Boolean - Partially emptied magazines will be refilled when the loadout is applied
- Return Value:
- Nothing
Syntax 3
- Syntax:
- unit setUnitLoadout name
- Parameters:
- unit: Object
- name: String - Class name (see description)
- Return Value:
- Nothing
Syntax 4
- Syntax:
- unit setUnitLoadout config
- Parameters:
- unit: Object
- config: Config - Config class (see description)
- Return Value:
- Nothing
Examples
- Example 1:
- player_2 setUnitLoadout (getUnitLoadout player_1); // Copies loadout from player_1 and applies it to player_2
- Example 2:
player_2 setUnitLoadout [getUnitLoadout player_1, true]; // Copies loadout from player_1 and applies it to player_2 while topping up all magazines
- Example 3:
- _unit setUnitLoadout "B_Soldier_F";
- Example 4:
- Example 5:
- Example 6:
- Strip unit of everything:
_unit setUnitLoadout (configFile >> "EmptyLoadout");
Additional Information
- See also:
- getUnitLoadout
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
- Posted on December 17, 2019 - 23:08 (UTC)
- demellion
-
NOTE: Empty or used magazines in loadouts will be refilled under specific circumstance, even if the refill argument is false. This seems to happen if amount of used magazines is 2 or more.
player setUnitLoadout [ ["arifle_MX_ACO_pointer_F","","acc_pointer_IR","optic_Aco",[],[],""], [], ["hgun_P07_F","","","",["16Rnd_9x21_Mag",16],[],""], ["U_B_CombatUniform_mcam",[ ["30Rnd_65x39_caseless_mag",1,1] ]], ["V_PlateCarrier1_rgr",[]], ["B_AssaultPack_mcamo_Ammo",[]], "H_HelmetB_grass","",[],["ItemMap","","ItemRadio","ItemCompass","ItemWatch","NVGoggles"] ]
Will result in 30Rnd magazine with one bullet in it.player setUnitLoadout [ ["arifle_MX_ACO_pointer_F","","acc_pointer_IR","optic_Aco",[],[],""], [], ["hgun_P07_F","","","",["16Rnd_9x21_Mag",16],[],""], ["U_B_CombatUniform_mcam",[ ["30Rnd_65x39_caseless_mag",2,1] ]], ["V_PlateCarrier1_rgr",[]], ["B_AssaultPack_mcamo_Ammo",[]], "H_HelmetB_grass","",[],["ItemMap","","ItemRadio","ItemCompass","ItemWatch","NVGoggles"] ]
Will result in 2 magazines but full, 30 rounds in it. This applies to any magazines count >2. They will never be with specified amount of rounds, even if you force the refill argument to false - Posted on October 23, 2020 - 21:16 (UTC)
- Andrew_S90
- Here is a command I wrote up that provides a fix for the ammo bug described by demellion above. https://pastebin.com/SHX41Jkk Pass a loadout to your compiled command and it will provide one back that will not refill ammo