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{{ | {{RV|type=command | ||
| arma3 |= | |game1= arma3 | ||
|version1= 0.76 | |||
| | |gr1= Unit Inventory | ||
| | |gr2= Vehicle Inventory | ||
|descr= Returns array of arrays of all unit's or vehicle's magazines with extended information about them. | |||
The magazines returned are for primary gunner. If you need magazines for all turrets, see [[magazinesAllTurrets]]. | |||
{{Feature|important|This command does not return empty magazines from containers, only from the weapon. Use [[magazinesAmmoCargo]] instead.}} | |||
|s1= [[magazinesAmmoFull]] entity | |||
[[ | |p1= entity: [[Object]] - unit or vehicle | ||
|r1= [[Array]] of [[Array]]s in format: | |||
* [[String]]: magazine class name | |||
* [[Number]]: magazine ammo count | |||
* [[Boolean]]: is magazine loaded | |||
* [[Number]]: magazine type: | |||
** -1 = n/a (default if magazine is not loaded) | |||
** 0 - grenade | |||
** 1 - primary weapon mag | |||
** 2 - handgun mag | |||
** 4 - secondary weapon mag | |||
** 4096 - binocular weapon mag | |||
** 65536 - vehicle mag | |||
* [[String]]: magazine location: "Vest", "Uniform", "Backpack", "" or [[currentMuzzle]] if the magazine is loaded | |||
* {{GVI|arma3|2.08|size= 0.75}} [[Number]]: magazine id, starts with 10000000; use <sqf inline>toFixed 0;</sqf> to see this number in a human readable format | |||
* {{GVI|arma3|2.08|size= 0.75}} [[Number]]: magazine creator | |||
|s2= [[magazinesAmmoFull]] [vehicle, includeEmpty] | |||
|s2since= arma3 2.00 | |||
|p21= vehicle: [[Object]] - unit or vehicle | |||
|p22= includeEmpty: [[Boolean]] - (Optional, default [[false]]) [[true]] to include empty magazines | |||
|r2= same as [[#Syntax|Primary Syntax]] | |||
|x1= <sqf> | |||
toFixed 0; | |||
magazinesAmmoFull player; | |||
|x1=< | |||
/* | /* | ||
[ | [ | ||
["30Rnd_65x39_caseless_mag",30,false,-1,"Uniform"], | ["30Rnd_65x39_caseless_mag",30,false,-1,"Uniform",10000003,0], | ||
["30Rnd_65x39_caseless_mag",30,false,-1,"Vest"], | ["Chemlight_green",1,true,0,"ChemlightGreenMuzzle",10000016,0], | ||
[" | ["30Rnd_65x39_caseless_mag",30,false,-1,"Vest",10000008,0], | ||
[" | ["30Rnd_65x39_caseless_mag",30,false,-1,"Vest",10000009,0], | ||
[" | ["30Rnd_65x39_caseless_mag",30,false,-1,"Vest",10000010,0], | ||
["HandGrenade",1, | ["HandGrenade",1,true,0,"HandGrenadeMuzzle",10000018,0], | ||
["30Rnd_65x39_caseless_mag",30,true,1,"arifle_MX_ACO_pointer_F"], | ["HandGrenade",1,false,-1,"Vest",10000019,0], | ||
["16Rnd_9x21_Mag",16,true,2,"hgun_P07_F"] | ["30Rnd_65x39_caseless_mag",30,true,1,"arifle_MX_ACO_pointer_F",10000001,0], | ||
["16Rnd_9x21_Mag",16,true,2,"hgun_P07_F",10000011,0] | |||
] | ] | ||
*/</sqf> | |||
|x2=< | |||
|x2= <sqf> | |||
toFixed 0; | |||
magazinesAmmoFull Mi_48; | |||
/* | /* | ||
[ | [ | ||
[" | ["250Rnd_30mm_HE_shells_Tracer_Green",250,true,65536,"HE",10000043,0], | ||
[" | ["250Rnd_30mm_APDS_shells_Tracer_Green",250,true,65536,"AP",10000044,0], | ||
[" | ["Laserbatteries",1,true,65536,"Laserdesignator_mounted",10000045,0], | ||
[" | ["PylonRack_4Rnd_LG_scalpel",4,false,-1,"",10000049,0], | ||
["PylonRack_19Rnd_Rocket_Skyfire",19,false,-1,"",10000051,0], | |||
["PylonRack_19Rnd_Rocket_Skyfire",19,false,-1,"",10000052,0], | |||
["PylonRack_4Rnd_LG_scalpel",4,false,-1,"",10000053,0] | |||
] | ] | ||
*/</sqf> | |||
| [[magazinesAmmo]] | |seealso= [[magazinesAmmo]] [[magazinesAmmoCargo]] [[magazinesDetail]] [[magazines]] [[magazinesTurret]] | ||
}} | |||
| | {{Note | ||
|user= Actium | |||
|timestamp= 20141220144000 | |||
|text= When used on vehicles this will only return all magazines associated with a single turretPath (which one depends on the actual armament of the vehicle, usually the first armed turretPath or alternatively turretPath [-1]).<br> | |||
If you want to get all turrets' magazines, use [[allTurrets]] and [[magazinesTurret]]. | |||
}} | }} | ||
{{Note | |||
< | |user= Pierre MGI | ||
< | |timestamp= 20150210044000 | ||
|text= As Actium said, this function seems to extract data from: | |||
<sqf>configFile >> "CfgVehicles" >> _the_vehicle_you_want >> "Turrets" >> "MainTurret">> "magazines"</sqf> | |||
Some vehicles return an empty field {} because magazines are in straight in: | |||
<sqf>configFile >> "CfgVehicles" >> _the_vehicle_you_want >> "magazines" // often dedicated to flares only</sqf> | |||
This is the case of WY-55 Hellcat. This function returns an empty array. | |||
}} | |||
Latest revision as of 16:53, 27 July 2023
Description
- Description:
- Returns array of arrays of all unit's or vehicle's magazines with extended information about them. The magazines returned are for primary gunner. If you need magazines for all turrets, see magazinesAllTurrets.
- Groups:
- Unit InventoryVehicle Inventory
Syntax
- Syntax:
- magazinesAmmoFull entity
- Parameters:
- entity: Object - unit or vehicle
- Return Value:
- Array of Arrays in format:
- String: magazine class name
- Number: magazine ammo count
- Boolean: is magazine loaded
- Number: magazine type:
- -1 = n/a (default if magazine is not loaded)
- 0 - grenade
- 1 - primary weapon mag
- 2 - handgun mag
- 4 - secondary weapon mag
- 4096 - binocular weapon mag
- 65536 - vehicle mag
- String: magazine location: "Vest", "Uniform", "Backpack", "" or currentMuzzle if the magazine is loaded
- 2.08 Number: magazine id, starts with 10000000; use toFixed 0; to see this number in a human readable format
- 2.08 Number: magazine creator
Alternative Syntax
- Syntax:
- magazinesAmmoFull [vehicle, includeEmpty]
- Parameters:
- vehicle: Object - unit or vehicle
- includeEmpty: Boolean - (Optional, default false) true to include empty magazines
- Return Value:
- same as Primary Syntax
Examples
- Example 1:
- toFixed 0; magazinesAmmoFull player; /* [ ["30Rnd_65x39_caseless_mag",30,false,-1,"Uniform",10000003,0], ["Chemlight_green",1,true,0,"ChemlightGreenMuzzle",10000016,0], ["30Rnd_65x39_caseless_mag",30,false,-1,"Vest",10000008,0], ["30Rnd_65x39_caseless_mag",30,false,-1,"Vest",10000009,0], ["30Rnd_65x39_caseless_mag",30,false,-1,"Vest",10000010,0], ["HandGrenade",1,true,0,"HandGrenadeMuzzle",10000018,0], ["HandGrenade",1,false,-1,"Vest",10000019,0], ["30Rnd_65x39_caseless_mag",30,true,1,"arifle_MX_ACO_pointer_F",10000001,0], ["16Rnd_9x21_Mag",16,true,2,"hgun_P07_F",10000011,0] ] */
- Example 2:
- toFixed 0; magazinesAmmoFull Mi_48; /* [ ["250Rnd_30mm_HE_shells_Tracer_Green",250,true,65536,"HE",10000043,0], ["250Rnd_30mm_APDS_shells_Tracer_Green",250,true,65536,"AP",10000044,0], ["Laserbatteries",1,true,65536,"Laserdesignator_mounted",10000045,0], ["PylonRack_4Rnd_LG_scalpel",4,false,-1,"",10000049,0], ["PylonRack_19Rnd_Rocket_Skyfire",19,false,-1,"",10000051,0], ["PylonRack_19Rnd_Rocket_Skyfire",19,false,-1,"",10000052,0], ["PylonRack_4Rnd_LG_scalpel",4,false,-1,"",10000053,0] ] */
Additional Information
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 Dec 20, 2014 - 14:40 (UTC)
-
When used on vehicles this will only return all magazines associated with a single turretPath (which one depends on the actual armament of the vehicle, usually the first armed turretPath or alternatively turretPath [-1]).
If you want to get all turrets' magazines, use allTurrets and magazinesTurret.
- Posted on Feb 10, 2015 - 04:40 (UTC)
-
As Actium said, this function seems to extract data from:
Some vehicles return an empty field {} because magazines are in straight in:
This is the case of WY-55 Hellcat. This function returns an empty array.configFile >> "CfgVehicles" >> _the_vehicle_you_want >> "magazines" // often dedicated to flares only