weaponState: Difference between revisions

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|descr= Returns the given or currently selected weapon state for unit or vehicle.
|descr= Returns the given or currently selected weapon state for unit or vehicle.
With syntax 2, if no optional arguments are present, currently selected weapon is queried.
With {{Link|#Syntax 2}}, if no optional arguments are present, currently selected weapon is queried.
{{Feature|arma3|
{{Feature|arma3|
Since {{arma3}} v1.70 this command has been improved and extended:
Since {{arma3}} v1.70 this command has been improved and extended:
Line 123: Line 123:
private _result = [player, primaryWeapon player] call fn_getWeaponStates;
private _result = [player, primaryWeapon player] call fn_getWeaponStates;
/*
/*
[
[
["arifle_MX_GL_ACO_F", "arifle_MX_GL_ACO_F", "Single", "30Rnd_65x39_caseless_mag", 30, 0, 0],
["arifle_MX_GL_ACO_F", "arifle_MX_GL_ACO_F", "Single", "30Rnd_65x39_caseless_mag", 30, 0, 0],
["arifle_MX_GL_ACO_F", "GL_3GL_F", "Single", "1Rnd_HE_Grenade_shell", 1, 0, 0]
["arifle_MX_GL_ACO_F", "GL_3GL_F", "Single", "1Rnd_HE_Grenade_shell", 1, 0, 0]
]
]
*/
*/
</sqf>
</sqf>
}}
}}

Revision as of 16:40, 20 March 2023

Hover & click on the images for description

Description

Description:
Returns the given or currently selected weapon state for unit or vehicle. With Syntax 2, if no optional arguments are present, currently selected weapon is queried.
Arma 3
Since Arma 3 v1.70 this command has been improved and extended:
  • A vehicle's weapon query doesn't need a weapon operator provided the weapon or muzzle is specified in optional param.
    (keep in mind that by default a vehicle has no weapons selected)
  • Driver turret can now be accessed as well with turret path [-1].
  • Muzzle name is supported as well as weapon name. The command searches for weapon first, then if not found, muzzle is searched for.
Groups:
Weapons

Syntax 1

Syntax:
weaponState unit
Parameters:
unit: Object
Return Value:
Array - in format [weapon, muzzle, firemode, magazine, ammoCount, roundReloadPhase, magazineReloadPhase], where:

Syntax 2

Syntax:
weaponState [vehicle, turretPath, weapon, muzzle, firemode]
Parameters:
vehicle: Object
turretPath: Array
since Arma 3 logo black.png1.70
weapon: String - (Optional) weapon or muzzle name
since Arma 3 logo black.png2.08
muzzle: String - (Optional) muzzle name
since Arma 3 logo black.png2.08
firemode: String - (Optional) firemode name
Return Value:
Array - in format [weapon, muzzle, firemode, magazine, ammoCount, roundReloadPhase, magazineReloadPhase], where:

Syntax 3

Syntax:
unit weaponState weaponOrMuzzle
Parameters:
unit: Object
weaponOrMuzzle: String
Return Value:
Array - in format [weapon, muzzle, firemode, magazine, ammoCount, roundReloadPhase, magazineReloadPhase], where:

Examples

Example 1:
_wsPlayer = weaponState player; // ["arifle_MXC_ACO_F","arifle_MXC_ACO_F","Single","30Rnd_65x39_caseless_mag",30,0,0]
Example 2:
Query currently selected gunner weapon:
_wsVehicle = weaponState [_apc, [0]]; // ["autocannon_40mm_CTWS","HE","player","60Rnd_40mm_GPR_Tracer_Red_shells",60,0,0]
Example 3:
_wsVehicle = weaponState [_apc, [0], "AP"]; // ["autocannon_40mm_CTWS","AP","player","40Rnd_40mm_APFSDS_Tracer_Red_shells",40,0,0]
Example 4:
_wsPlayer = player weaponState "GL_3GL_F"; // ["arifle_MX_GL_ACO_F","GL_3GL_F","Single","1Rnd_HE_Grenade_shell",1,0,0]

Additional Information

See also:
weapons selectWeaponTurret loadMagazine magazinesTurret weaponsTurret weaponReloadingTime.

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
AgentRev - c
Posted on Mar 31, 2022 - 04:08 (UTC)
In the case of a GL rifle, if the rifle is currently in GL mode, syntax 3 will return the same result for either muzzle:
player selectWeapon "GL_3GL_F"; _state = player weaponState "arifle_MX_GL_ACO_F"; // ["arifle_MX_GL_ACO_F","GL_3GL_F","Single","1Rnd_HE_Grenade_shell",1,0,0] _state = player weaponState "GL_3GL_F"; // ["arifle_MX_GL_ACO_F","GL_3GL_F","Single","1Rnd_HE_Grenade_shell",1,0,0]
In rifle mode, the result is different:
player selectWeapon "arifle_MX_GL_ACO_F"; _state = player weaponState "arifle_MX_GL_ACO_F"; // ["arifle_MX_GL_ACO_F","arifle_MX_GL_ACO_F","Single","30Rnd_65x39_caseless_mag",30,0,0] _state = player weaponState "GL_3GL_F"; // ["arifle_MX_GL_ACO_F","GL_3GL_F","Single","1Rnd_HE_Grenade_shell",1,0,0]
Therefore, in order to gather all states of one multi-muzzle weapon, we have to do some masochistic stuff:
fn_getWeaponStates = { params ["_unit", "_weapon"]; private _origState = weaponState _unit select [0,3]; private _muzzles = [_weapon] + (getArray (configFile >> "CfgWeapons" >> _weapon >> "muzzles") select { _x != "this" }); private _states = []; { _unit selectWeapon _x; _states pushBack weaponState _unit; } forEach _muzzles; _unit selectWeapon _origState; _states; }; private _result = [player, primaryWeapon player] call fn_getWeaponStates; /* [ ["arifle_MX_GL_ACO_F", "arifle_MX_GL_ACO_F", "Single", "30Rnd_65x39_caseless_mag", 30, 0, 0], ["arifle_MX_GL_ACO_F", "GL_3GL_F", "Single", "1Rnd_HE_Grenade_shell", 1, 0, 0] ] */