weaponsItems: Difference between revisions
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|p1= vehicle: [[Object]] - unit or vehicle |= Parameter 1 | |p1= vehicle: [[Object]] - unit or vehicle |= Parameter 1 | ||
| [[Array]] |= | | [[Array]] |RETURNVALUE= | ||
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] | ] | ||
</code> | </code> | ||
|= | |EXAMPLE1= | ||
|x2= <code>[[hint]] [[str]] [[weaponsItems]] [[vehicle]] [[player]];</code> | |x2= <code>[[hint]] [[str]] [[weaponsItems]] [[vehicle]] [[player]];</code> | ||
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] | ] | ||
]</code> | ]</code> | ||
|= | |EXAMPLE2= | ||
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| [[weaponsItemsCargo]], [[primaryWeaponItems]], [[secondaryWeaponItems]], [[handgunItems]], [[addPrimaryWeaponItem]], [[addSecondaryWeaponItem]], [[addHandgunItem]], [[primaryWeapon]], [[secondaryWeapon]], [[handgunWeapon]], [[weaponAccessories]], [[BIS_fnc_weaponComponents]] |= | | [[weaponsItemsCargo]], [[primaryWeaponItems]], [[secondaryWeaponItems]], [[handgunItems]], [[addPrimaryWeaponItem]], [[addSecondaryWeaponItem]], [[addHandgunItem]], [[primaryWeapon]], [[secondaryWeapon]], [[handgunWeapon]], [[weaponAccessories]], [[BIS_fnc_weaponComponents]] |SEEALSO= | ||
| |= | | |MPBEHAVIOUR= | ||
____________________________________________________________________________________________ | ____________________________________________________________________________________________ | ||
}} | }} |
Revision as of 10:38, 7 April 2019
Description
- Description:
- Returns an array with subarrays contains class names and also names of connected items of all the vehicle's weapons.
Since Arma 3 v1.21.124406 it is possible to query weapon holders and ammo crates with this command. If weapon has no magazine, an empty array [] is returned instead of magazine info. - Groups:
- Uncategorised
Syntax
Examples
- Example 1:
hint str weaponsItems player;
[ [ //=PRIMARY= "arifle_MX_ACO_pointer_F", //weapon "muzzle_snds_H", //suppressor "acc_pointer_IR", //laser "optic_Aco", //optics [ //loaded magazine "30Rnd_65x39_caseless_mag", //mag type 30 //mag ammo count ], "bipod_01_F_blk" //bipod ], [ //=SECONDARY= "launch_NLAW_F", "", "", "", [ "NLAW_F", 1 ], "" ], [ //=HANDGUN= "hgun_P07_F", "muzzle_snds_L", "", "", [ "16Rnd_9x21_Mag", 11 ], "" ] ]
- Example 2:
hint str weaponsItems vehicle player;
[ [ "gatling_30mm", "", "", "", [ "250Rnd_30mm_HE_shells", 250 ], "" ], [ "missiles_SCALPEL", "", "", "", [ "8Rnd_LG_scalpel", 8 ], "" ], [ "rockets_Skyfire", "", "", "", [ "38Rnd_80mm_rockets", 38 ], "" ] ]
Additional Information
- See also:
- weaponsItemsCargoprimaryWeaponItemssecondaryWeaponItemshandgunItemsaddPrimaryWeaponItemaddSecondaryWeaponItemaddHandgunItemprimaryWeaponsecondaryWeaponhandgunWeaponweaponAccessoriesBIS_fnc_weaponComponents
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
Notes
- Posted on August 17, 2013
- AgentRev
-
Be careful with this function. The weapons are listed in the order they were taken by the unit, with the most recent at the bottom of the array. Therefore, do not assume the first one is always the primary weapon, and so on.
Also, here's how the primary weapon looks if it has a grenade launcher with a loaded grenade:
[ "arifle_MX_GL_F", "muzzle_snds_H", "acc_pointer_IR", "optic_Aco", [ "30Rnd_65x39_caseless_mag", 30 ], [ "1Rnd_HE_Grenade_shell", 1 ], "" ]
Bottom Section
- Posted on October 25, 2014 - 01:45 (UTC)
- DreadedEntity
-
The output of this command is an array of arrays and is as follows: (If the unit only has 1 weapon, output is an array within an array.)
[ [ ((_arr select 0) select 0) //STRING - The weapon's classname ((_arr select 0) select 1) //STRING - Classname of the unit's equipped 'Muzzle/Barrel Accessory' ((_arr select 0) select 2) //STRING - Classname of the unit's equipped 'Side Accessory' ((_arr select 0) select 3) //STRING - Classname of the unit's equipped 'Top/Optic Accessory' ((_arr select 0) select 4) //ARRAY - Magazine information [ (((_arr select 0) select 4) select 0) //STRING - Classname of the loaded magazine (((_arr select 0) select 4) select 1) //SCALAR(Number) - Amount of bullets in the mag ] ] //If unit has more than one weapon, the output will follow the same pattern as above except with a new element ]