Unit Loadout Array: Difference between revisions
Jump to navigation
Jump to search
mNo edit summary |
(add info about containers inside containers) |
||
Line 41: | Line 41: | ||
| | | | ||
* classname | * classname | ||
* | * Array of {{hl|[itemClassName, itemCount]}} or {{hl|[containerClassName, isBackpack]}} | ||
|- style="vertical-align: top" | |- style="vertical-align: top" | ||
| 4 | | 4 | ||
Line 47: | Line 47: | ||
| | | | ||
* classname | * classname | ||
* | * Array of {{hl|[itemClassName, itemCount]}} or {{hl|[containerClassName, isBackpack]}} | ||
|- style="vertical-align: top" | |- style="vertical-align: top" | ||
| 5 | | 5 | ||
Line 53: | Line 53: | ||
| | | | ||
* classname | * classname | ||
* | * Array of {{hl|[itemClassName, itemCount]}} or {{hl|[containerClassName, isBackpack]}} | ||
|- style="vertical-align: top" | |- style="vertical-align: top" | ||
| 6 | | 6 | ||
Line 140: | Line 140: | ||
] | ] | ||
], | ], | ||
[], // Backpack Info (follows same layout as above for Uniform and Vest) | [ | ||
"B_Carryall_ocamo", // Backpack type | |||
[ // Backpack Items | |||
["B_Carryall_khk", true], // A backpack inside the backpack (isBackpack is true) | |||
["U_B_CombatUniform_mcam", false] // A uniform inside the backpack (isBackpack is false) | |||
] | |||
], // Backpack Info (follows same layout as above for Uniform and Vest) | |||
"H_HelmetSpecB_blk", // Helmet | "H_HelmetSpecB_blk", // Helmet | ||
"G_Tactical_Clear", //Facewear glasses/bandanna etc | "G_Tactical_Clear", //Facewear glasses/bandanna etc |
Revision as of 05:41, 19 June 2022
Index | Element | Description |
---|---|---|
0 | Primary Weapon |
|
1 | Secondary Weapon |
|
2 | Handgun Weapon |
|
3 | Uniform |
|
4 | Vest |
|
5 | Backpack |
|
6 | Headgear | classname (String) |
7 | Goggles/Facewear | classname (String) |
8 | Binoculars |
|
9 | Assigned Items
|
|
This array format is used with getUnitLoadout and setUnitLoadout commands. Its format is described in the side table.
Examples
These are examples of Unit Loadout Array structures (see getUnitLoadout, setUnitLoadout).
B_soldier_AT_F
[
/* primary weapon */ ["arifle_MXC_Holo_pointer_F", "", "acc_pointer_IR", "optic_Holosight", ["30Rnd_65x39_caseless_mag", 30], [], ""],
/* secondary weapon */ ["launch_B_Titan_short_F", "", "", "", ["Titan_AT", 1], [], ""],
/* handgun weapon */ ["hgun_P07_F", "", "", "", ["16Rnd_9x21_Mag", 16], [], ""],
/* uniform */ ["U_B_CombatUniform_mcam", [["FirstAidKit", 1], ["30Rnd_65x39_caseless_mag", 2, 30], ["Chemlight_green", 1, 1]]],
/* vest */ ["V_PlateCarrier1_rgr", [["30Rnd_65x39_caseless_mag", 3, 30], ["16Rnd_9x21_Mag", 2, 16], ["SmokeShell", 1 ,1], ["SmokeShellGreen", 1, 1], ["Chemlight_green", 1, 1]]],
/* backpack */ ["B_AssaultPack_mcamo_AT",[["Titan_AT", 2, 1]]],
/* items */ "H_HelmetB_light_desert", "G_Bandanna_tan",[],
/* items */ ["ItemMap", "", "ItemRadio", "ItemCompass", "ItemWatch", "NVGoggles"]
]
Misc
[
[
"arifle_MX_GL_F","muzzle_snds_H", "acc_pointer_IR", "optic_Aco", // Primary weapon, (weapon items) silencer, pointer, optic
["30Rnd_65x39_caseless_mag", 30], // Loaded mag in primary muzzle, ammo count
["1Rnd_HE_Grenade_shell", 1], // Loaded mag in secondary muzzle, ammo count
"" // Bipod
],
[], // Secondary weapon info (see primary above)
[ // handGun info (see primary above)
"hgun_P07_F", "", "", "",
["16Rnd_9x21_Mag", 16],
[],
""
],
[ // Uniform
"U_B_CombatUniform_mcam", // Uniform Type
[ // Uniform Items
["FirstAidKit", 1], // Type, count
["30Rnd_65x39_caseless_mag", 2, 30] // Magazines are: Type, count, ammo
]
],
[ // Vest Info
"V_PlateCarrierGL_rgr", // Vest Type
[ // Vest Items
["30Rnd_65x39_caseless_mag", 3, 30]
]
],
[
"B_Carryall_ocamo", // Backpack type
[ // Backpack Items
["B_Carryall_khk", true], // A backpack inside the backpack (isBackpack is true)
["U_B_CombatUniform_mcam", false] // A uniform inside the backpack (isBackpack is false)
]
], // Backpack Info (follows same layout as above for Uniform and Vest)
"H_HelmetSpecB_blk", // Helmet
"G_Tactical_Clear", //Facewear glasses/bandanna etc
["Binocular", "", "", "", [], [], ""], // Weapon Binocular (follows same layout as other weapons above)
["ItemMap", "ItemGPS", "ItemRadio", "ItemCompass", "ItemWatch", "NVGoggles"] // AssignedItems ItemGPS can also be a UAV Terminal
]