selectWeapon: Difference between revisions

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Line 34: Line 34:
|p1= unitName: [[Object]]
|p1= unitName: [[Object]]


|p2= muzzleName: [[String]] - Name of the weapon or muzzle
|p2= muzzleName: [[String]] - name of the weapon or muzzle
{{Feature|important|For weapons that have '''more than one muzzle''', you have to input the '''muzzleName''' and not the '''weaponName'''.
{{Feature|important|For weapons that have '''more than one muzzle''', you have to input the '''muzzleName''' and not the '''weaponName'''.
* In {{ofp}}, in most cases, both names are the same. But check.
* In {{ofp}}, in most cases, both names are the same. But check.
Line 49: Line 49:
|p21= unit: [[Object]] - person. This argument has to be [[local]], or it can be remote when executed on the [[isServer|server]]
|p21= unit: [[Object]] - person. This argument has to be [[local]], or it can be remote when executed on the [[isServer|server]]


|p22= weapon: [[String]] - Name of the weapon, personal or vehicle's weapon (see [[weaponState]])
|p22= weapon: [[String]] - name of the weapon, personal or vehicle's weapon (see [[weaponState]])


|p23= muzzle: [[String]] - Name of the selected muzzle (see [[weaponState]])
|p23= muzzle: [[String]] - name of the selected muzzle (see [[weaponState]])


|p24= firemode: [[String]] - Name of the firemode (see [[weaponState]])
|p24= firemode: [[String]] - name of the firemode (see [[weaponState]])


|r2= [[Boolean]] or [[Nothing]] - [[true]] on success, [[false]] on failure, [[Nothing]] when the call to the command is dispatched over network
|r2= [[Boolean]] or [[Nothing]] - [[true]] on success, [[false]] on failure, [[Nothing]] when the call to the command is dispatched over network


|x1= <code>_soldier1 selectWeapon "LAWLauncher";</code>
|x1= <sqf>_soldier1 selectWeapon "LAWLauncher";</sqf>


|x2= <code>player selectWeapon "M203Muzzle";</code>
|x2= <sqf>player selectWeapon "M203Muzzle";</sqf>


|x3= <code>player selectWeapon ["arifle_MX_GL_ACO_F", "arifle_MX_GL_ACO_F", "FullAuto"];</code>
|x3= <sqf>player selectWeapon ["arifle_MX_GL_ACO_F", "arifle_MX_GL_ACO_F", "FullAuto"];</sqf>


|seealso= [[fire]] [[forceWeaponFire]] [[primaryWeapon]] [[handgunWeapon]] [[secondaryWeapon]] [[weapons]] [[ArmA:_Actions#SWITCHWEAPON|action SwitchWeapon]] [[ArmA:_Actions#SWITCHMAGAZINE|action SwitchMagazine]]
|seealso= [[fire]] [[forceWeaponFire]] [[primaryWeapon]] [[handgunWeapon]] [[secondaryWeapon]] [[weapons]] [[ArmA:_Actions#SWITCHWEAPON|action SwitchWeapon]] [[ArmA:_Actions#SWITCHMAGAZINE|action SwitchMagazine]] [[isSwitchingWeapon]]
}}
}}


Line 71: Line 71:
|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 78: Line 79:
_type = ((weapons player) select 0);
_type = ((weapons player) select 0);
// check for multiple muzzles (eg: GL)
// check for multiple muzzles (eg: GL)
_muzzles = [[getArray]] ([[configFile]] >> "cfgWeapons" >> _type >> "muzzles");
_muzzles = getArray (configFile >> "cfgWeapons" >> _type >> "muzzles");


[[if]] ([[count]] _muzzles > 1) [[then]]
if (count _muzzles > 1) then
{
{
[[player]] [[selectWeapon]] (_muzzles [[select]] 0);
player selectWeapon (_muzzles select 0);
}
}
[[else]]
else
{
{
[[player]] [[selectWeapon]] _type;
player selectWeapon _type;
};
};
};</code>
};
</sqf>
}}
}}


Line 96: Line 98:
|text= Can be used with [[primaryWeapon]] to select the primary weapon.
|text= Can be used with [[primaryWeapon]] to select the primary weapon.
An example with muzzle care (see Dr_EyeBall note) :  
An example with muzzle care (see Dr_EyeBall note) :  
<code>if ((primaryWeapon player) != "") then
<sqf>
if ((primaryWeapon player) != "") then
{
{
private ['_type', '_muzzles'];
private ['_type', '_muzzles'];
Line 102: Line 105:
_type = primaryWeapon player;
_type = primaryWeapon player;
// check for multiple muzzles (eg: GL)
// check for multiple muzzles (eg: GL)
_muzzles = getArray ([[configFile]] >> "cfgWeapons" >> _type >> "muzzles");
_muzzles = getArray (configFile >> "cfgWeapons" >> _type >> "muzzles");


[[if]] ([[count]] _muzzles > 1) [[then]]
if (count _muzzles > 1) then
{
{
[[player]] [[selectWeapon]] (_muzzles [[select]] 0);
player selectWeapon (_muzzles select 0);
}
}
[[else]]
else
{
{
[[player]] [[selectWeapon]] _type;
player selectWeapon _type;
};
};
};</code>
};
</sqf>
}}
}}

Latest revision as of 23:54, 2 November 2024

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 isSwitchingWeapon

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; }; };