weaponsTurret: Difference between revisions

From Bohemia Interactive Community
Jump to navigation Jump to search
m (Text replacement - "<code>([^<]*)\[\[([a-zA-Z][a-zA-Z0-9_]+)\]\]([^<]*)<\/code>" to "<code>$1$2$3</code>")
m (Text replacement - "user= kju" to "user= .kju")
 
(13 intermediate revisions by the same user not shown)
Line 14: Line 14:
|gr1= Turrets
|gr1= Turrets


|descr= Returns all weapons of given turret. Use turret path [-1] for driver's turret.
|descr= Returns all weapons of a given turret. Use turret path [-1] for driver's turret.


|s1= vehicle [[weaponsTurret]] turretPath
|s1= vehicle [[weaponsTurret]] turretPath
Line 20: Line 20:
|p1= vehicle: [[Object]]
|p1= vehicle: [[Object]]


|p2= turretPath: [[Array]]
|p2= turretPath: [[Array]] format [[Turret Path]]


|r1= [[Array]] of [[String]]s
|r1= [[Array]] of [[String]]s


|x1= <sqf>_weapons = vehicle player weaponsTurret [0,0]</sqf>
|x1= <sqf>_weapons = vehicle player weaponsTurret [0,0];</sqf>
|x2= <sqf>_weapons = _tank weaponsTurret [0]</sqf>
 
|x3= <sqf>_driverWeapon = _ka50pilot weaponsTurret [-1]</sqf>
|x2= <sqf>_weapons = _tank weaponsTurret [0];</sqf>
|x4= <sqf>_weaponsForAnyTurrentPosition = (vehicle player) weaponsTurret ((assignedVehicleRole player) select 1)</sqf>
 
|x3= <sqf>_driverWeapon = _ka50pilot weaponsTurret [-1];</sqf>
 
|x4= <sqf>_weaponsForAnyTurrentPosition = (vehicle player) weaponsTurret ((assignedVehicleRole player) select 1);</sqf>


|seealso= [[addMagazineTurret]] [[magazinesTurret]] [[removeMagazinesTurret]] [[removeMagazineTurret]] [[weapons]] [[assignedVehicleRole]] [[addWeaponTurret]] [[removeWeaponTurret]] [[turretLocal]]
|seealso= [[addMagazineTurret]] [[magazinesTurret]] [[removeMagazinesTurret]] [[removeMagazineTurret]] [[weapons]] [[assignedVehicleRole]] [[addWeaponTurret]] [[removeWeaponTurret]] [[turretLocal]]
}}
}}


<dl class="command_description">
{{Note
|user= .kju
|timestamp= 20110311074900
|text= Use [[assignedVehicleRole]] in combination to easily determine the weapons for any vehicle position. You need to check for -1 if the unit is in the driver/pilot position. See example 3 and 4.
}}


<dt><dt>
{{Note
<dd class="notedate">Posted on 11 March 2011</dd>
|user= DenV
<dt class="note">[[User:kju|kju]]</dt>
|timestamp= 20120530162600
<dd class="note">
|text= Returns information (including the turrets paths) about all weapons on turrets
Use [[assignedVehicleRole]] in combination to easily determine the weapons for any vehicle position. You need to check for -1 if the unit is in the driver/pilot position. See example 3 and 4.
<sqf>
<dt><dt>
funcGetTurretsWeapons = {
<dd class="notedate">Posted on 11 March 2011</dd>
<dt class="note">[[User:DenV|DenV]]</dt>
<dd class="note">
Returns information (including the turrets paths) about all weapons on turrets
<code>funcGetTurretsWeapons = {
private ["_result", "_getAnyMagazines", "_findRecurse", "_class"];
private ["_result", "_getAnyMagazines", "_findRecurse", "_class"];
_result = [];
_result = [];
_getAnyMagazines = {
_getAnyMagazines = {
private ["_weapon", "_mags"];
private ["_weapon", "_mags"];
_weapon = configFile >> "CfgWeapons" >> [[Magic Variables#this|_this]];
_weapon = configFile >> "CfgWeapons" >> _this;
_mags = [];
_mags = [];
{
{
Line 60: Line 62:
_findRecurse = {
_findRecurse = {
private ["_root", "_class", "_path", "_currentPath"];
private ["_root", "_class", "_path", "_currentPath"];
_root = ([[Magic Variables#this|_this]] select 0);
_root = (_this select 0);
_path = +([[Magic Variables#this|_this]] select 1);
_path = +(_this select 1);
for "_i" from 0 to count _root -1 do {
for "_i" from 0 to count _root -1 do {
_class = _root select _i;
_class = _root select _i;
Line 77: Line 79:
};
};
_class = (
_class = (
[[configFile]] >> "CfgVehicles" >> (
configFile >> "CfgVehicles" >> (
[[switch]] ([[typeName]] [[Magic Variables#this|_this]]) [[do]] {
switch (typeName _this) do {
[[case]] "STRING" : {[[Magic Variables#this|_this]]};
case "STRING" : {_this};
[[case]] "OBJECT" : {[[typeOf]] [[Magic Variables#this|_this]]};
case "OBJECT" : {typeOf _this};
[[default]] {[[nil]]}
default {nil}
}
}
) >> "turrets"
) >> "turrets"
);
);
[_class, []] [[call]] _findRecurse;
[_class, []] call _findRecurse;
_result;
_result;
};</code>
};
</sqf>
 
This call:  
This call:  
<code>"M1A2_US_TUSK_MG_EP1" call funcGetTurretsWeapons</code>
<sqf>"M1A2_US_TUSK_MG_EP1" call funcGetTurretsWeapons;</sqf>
will return all turrets weapons, its magazines and its paths:
 
<code>[
will return all turrets weapons, their magazines and their paths:
<pre>[
["M256", ["20Rnd_120mmSABOT_M1A2", "20Rnd_120mmHE_M1A2"], [0], "bin\config.bin/CfgVehicles/M1A2_US_TUSK_MG_EP1/Turrets/MainTurret"],
["M256", ["20Rnd_120mmSABOT_M1A2", "20Rnd_120mmHE_M1A2"], [0], "bin\config.bin/CfgVehicles/M1A2_US_TUSK_MG_EP1/Turrets/MainTurret"],
["M240_veh", ["100Rnd_762x51_M240", "1200Rnd_762x51_M240"], [0], "bin\config.bin/CfgVehicles/M1A2_US_TUSK_MG_EP1/Turrets/MainTurret"],
["M240_veh", ["100Rnd_762x51_M240", "1200Rnd_762x51_M240"], [0], "bin\config.bin/CfgVehicles/M1A2_US_TUSK_MG_EP1/Turrets/MainTurret"],
Line 97: Line 102:
["SmokeLauncher", ["SmokeLauncherMag"], [0, 0], "bin\config.bin/CfgVehicles/M1A2_US_TUSK_MG_EP1/Turrets/MainTurret/Turrets/CommanderOptics"],
["SmokeLauncher", ["SmokeLauncherMag"], [0, 0], "bin\config.bin/CfgVehicles/M1A2_US_TUSK_MG_EP1/Turrets/MainTurret/Turrets/CommanderOptics"],
["M240_veh_2", ["100Rnd_762x51_M240", "1200Rnd_762x51_M240"], [0, 1], "bin\config.bin/CfgVehicles/M1A2_US_TUSK_MG_EP1/Turrets/MainTurret/Turrets/LoaderTurret"]
["M240_veh_2", ["100Rnd_762x51_M240", "1200Rnd_762x51_M240"], [0, 1], "bin\config.bin/CfgVehicles/M1A2_US_TUSK_MG_EP1/Turrets/MainTurret/Turrets/LoaderTurret"]
]</code>
]</pre>
 
}}
</dl>

Latest revision as of 20:33, 3 May 2024

Hover & click on the images for description

Description

Description:
Returns all weapons of a given turret. Use turret path [-1] for driver's turret.
Groups:
Turrets

Syntax

Syntax:
vehicle weaponsTurret turretPath
Parameters:
vehicle: Object
turretPath: Array format Turret Path
Return Value:
Array of Strings

Examples

Example 1:
_weapons = vehicle player weaponsTurret [0,0];
Example 2:
_weapons = _tank weaponsTurret [0];
Example 3:
_driverWeapon = _ka50pilot weaponsTurret [-1];
Example 4:
_weaponsForAnyTurrentPosition = (vehicle player) weaponsTurret ((assignedVehicleRole player) select 1);

Additional Information

See also:
addMagazineTurret magazinesTurret removeMagazinesTurret removeMagazineTurret weapons assignedVehicleRole addWeaponTurret removeWeaponTurret turretLocal

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
.kju - c
Posted on Mar 11, 2011 - 07:49 (UTC)
Use assignedVehicleRole in combination to easily determine the weapons for any vehicle position. You need to check for -1 if the unit is in the driver/pilot position. See example 3 and 4.
DenV - c
Posted on May 30, 2012 - 16:26 (UTC)
Returns information (including the turrets paths) about all weapons on turrets
funcGetTurretsWeapons = { private ["_result", "_getAnyMagazines", "_findRecurse", "_class"]; _result = []; _getAnyMagazines = { private ["_weapon", "_mags"]; _weapon = configFile >> "CfgWeapons" >> _this; _mags = []; { _mags = _mags + getArray ( (if (_x == "this") then { _weapon } else { _weapon >> _x }) >> "magazines" ) } forEach getArray (_weapon >> "muzzles"); _mags }; _findRecurse = { private ["_root", "_class", "_path", "_currentPath"]; _root = (_this select 0); _path = +(_this select 1); for "_i" from 0 to count _root -1 do { _class = _root select _i; if (isClass _class) then { _currentPath = _path + [_i]; { _result set [count _result, [_x, _x call _getAnyMagazines, _currentPath, str _class]]; } forEach getArray (_class >> "weapons"); _class = _class >> "turrets"; if (isClass _class) then { [_class, _currentPath] call _findRecurse; }; }; }; }; _class = ( configFile >> "CfgVehicles" >> ( switch (typeName _this) do { case "STRING" : {_this}; case "OBJECT" : {typeOf _this}; default {nil} } ) >> "turrets" ); [_class, []] call _findRecurse; _result; };
This call:
"M1A2_US_TUSK_MG_EP1" call funcGetTurretsWeapons;
will return all turrets weapons, their magazines and their paths:
[
	["M256", ["20Rnd_120mmSABOT_M1A2", "20Rnd_120mmHE_M1A2"], [0], "bin\config.bin/CfgVehicles/M1A2_US_TUSK_MG_EP1/Turrets/MainTurret"],
	["M240_veh", ["100Rnd_762x51_M240", "1200Rnd_762x51_M240"], [0], "bin\config.bin/CfgVehicles/M1A2_US_TUSK_MG_EP1/Turrets/MainTurret"],
	["M2BC", ["100Rnd_127x99_M2"], [0, 0], "bin\config.bin/CfgVehicles/M1A2_US_TUSK_MG_EP1/Turrets/MainTurret/Turrets/CommanderOptics"],
	["SmokeLauncher", ["SmokeLauncherMag"], [0, 0], "bin\config.bin/CfgVehicles/M1A2_US_TUSK_MG_EP1/Turrets/MainTurret/Turrets/CommanderOptics"],
	["M240_veh_2", ["100Rnd_762x51_M240", "1200Rnd_762x51_M240"], [0, 1], "bin\config.bin/CfgVehicles/M1A2_US_TUSK_MG_EP1/Turrets/MainTurret/Turrets/LoaderTurret"]
]