selectWeapon: Difference between revisions

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m (Text replacement - "\{\{Note([^<]*)<code>([^<]*)<\/code>" to "{{Note$1<sqf>$2</sqf>")
m (Text replacement - "\{\{Note([^}]*)<code>([^<]*)<\/code>" to "{{Note$1<sqf>$2</sqf>")
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|text= Rather than simply using [[selectWeapon]] to select your default weapon after adding them to your player, it is recommended you use a script instead similar to the following, which caters for multiple muzzles:<br>
|text= Rather than simply using [[selectWeapon]] to select your default weapon after adding them to your player, it is recommended you use a script instead similar to the following, which caters for multiple muzzles:<br>
SelectWeapon.sqf
SelectWeapon.sqf
<code>// Desc: select default weapon & handle multiple muzzles
<sqf>// Desc: select default weapon & handle multiple muzzles
if (count weapons player > 0) then
if (count weapons player > 0) then
{
{
Line 88: Line 88:
player selectWeapon _type;
player selectWeapon _type;
};
};
};</code>
};</sqf>
}}
}}



Revision as of 10:42, 13 May 2022

Hover & click on the images for description

Description

Description:
Selects the given weapon.
Groups:
Weapons

Syntax

Syntax:
unitName selectWeapon muzzleName
Parameters:
unitName: Object
muzzleName: String - Name of the weapon or muzzle
For weapons that have more than one muzzle, you have to input the muzzleName and not the weaponName.
  • In Operation Flashpoint, in most cases, both names are the same. But check.
  • In Armed Assault the weaponNames and muzzleNames are different.
  • For muzzle names see CfgWeapons.
Return Value:
Nothing

Alternative Syntax

Syntax:
unit selectWeapon [weapon, muzzle, firemode]
Parameters:
unit: Object - person. This argument has to be local, or it can be remote when executed on the server
weapon: String - Name of the weapon, personal or vehicle's weapon (see weaponState)
muzzle: String - Name of the selected muzzle (see weaponState)
firemode: String - Name of the firemode (see weaponState)
Return Value:
Boolean or Nothing - true on success, false on failure, Nothing when the call to the command is dispatched over network

Examples

Example 1:
_soldier1 selectWeapon "LAWLauncher";
Example 2:
player selectWeapon "M203Muzzle";
Example 3:
player selectWeapon ["arifle_MX_GL_ACO_F", "arifle_MX_GL_ACO_F", "FullAuto"];

Additional Information

See also:
fire forceWeaponFire primaryWeapon handgunWeapon secondaryWeapon weapons action SwitchWeapon action SwitchMagazine

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
Dr_Eyeball - c
Posted on Aug 05, 2008 - 09:49 (UTC)
Rather than simply using selectWeapon to select your default weapon after adding them to your player, it is recommended you use a script instead similar to the following, which caters for multiple muzzles:
SelectWeapon.sqf
// Desc: select default weapon & handle multiple muzzles if (count weapons player > 0) then { private ['_type', '_muzzles']; _type = ((weapons player) select 0); // check for multiple muzzles (eg: GL) _muzzles = getArray (configFile >> "cfgWeapons" >> _type >> "muzzles"); if (count _muzzles > 1) then { player selectWeapon (_muzzles select 0); } else { player selectWeapon _type; }; };
MaestrO.fr - c
Posted on Mar 22, 2010 - 15:45 (UTC)
Can be used with primaryWeapon to select the primary weapon. An example with muzzle care (see Dr_EyeBall note) :
if ((primaryWeapon player) != "") then { private ['_type', '_muzzles']; _type = primaryWeapon player; // check for multiple muzzles (eg: GL) _muzzles = getArray (configFile >> "cfgWeapons" >> _type >> "muzzles"); if (count _muzzles > 1) then { player selectWeapon (_muzzles select 0); } else { player selectWeapon _type; }; };