BIS fnc limitWeaponItems: Difference between revisions
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| Keeps or remove unit's weapon attachments based on probability user sets. Apply for primary, secondary or handgun weapon separately. | | Keeps or remove unit's weapon attachments based on probability user sets. Apply for primary, secondary or handgun weapon separately. |
Revision as of 12:41, 11 April 2021
Description
- Description:
- Description needed
- Execution:
- call
- Groups:
- Inventory
Syntax
- Syntax:
- Syntax needed
- Parameters:
- unit: Object - Target unit
- mode: Number - (Optional, default 0) Can be:
- 1 = primary weapon
- 2 = secondary weapon
- 3 = handgun
- chanceOptics: Number or Array in format ["itemClass",chance] - (Optional, default 50) Chance to keep optics from 0 to 100%
- If you use ["itemClassname",number], the function will add that attachment if it passes the check. If not, current will be removed.
- chanceAttach: Number or Array in format ["itemClass",chance] - (Optional, default 50) Chance to keep side attachments from 0 to 100%
- chanceMuzzle: Number or Array in format ["itemClass",chance] - (Optional, default 50) Chance to keep muzzle attachment from 0 to 100%
- chanceUnderbarrel: Number or Array in format ["itemClass",chance] - (Optional, default 50) Chance to keep underbarrel attachment from 0 to 100%
- Return Value:
- Return value needed
Examples
- Example 1:
player call BIS_fnc_limitWeaponItems;
- Example 2:
[ [player, 0, 25, 50, 75, 100 ] ] call BIS_fnc_limitWeaponItems;
- Example 3:
[ [player, 0, ["optic_lrps",100], ["acc_pointer_ir",100], ["muzzle_snds_B",100], ["bipod_01_F_blk",100] ] ] call BIS_fnc_limitWeaponItems;
Additional Information
Notes
-
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