OFPEC Forum
Editors Depot - Mission Editing and Scripting => ArmA - Editing/Scripting General => Topic started by: D_P_ on 20 Sep 2007, 02:55:03
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I need to find out if the player in my mission is carrying a gun or not when he activates a script....to get the animation/sounds to sync. Anyone know how I'd do this? thx
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This may help, however I believe it only detects a certain type of weapon. So you might have to repeat the code ? (player hasWeapon "M16") : goto "ready" multiple times for each type of weapon the player picks up. There may be a better solution out there using primaryweapon but i know this will work (have used it myself) if you keep repeating the code for different weapon types...
http://www.ofpec.com/COMREF/index.php?action=list&game=All&letter=h#hasWeapon
unit hasWeapon weaponName
Operand types:
unit: Object
weaponName: String
Type of returned value:
Boolean
Description:
Check if unit has given weapon.
Used In:
ArmA/OFP
Example:
? (player hasWeapon "M16") : goto "ready"
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cud use da primaryweapon (http://www.ofpec.com/COMREF/index.php?action=list&game=All&letter=p#primaryWeapon) command :D
now unless he has a handgund and he is usin it it wud work 4 u :D
LCD OUT
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Do you mean if the player has a particular weapon in the hands? or just of the player has a particular weapon in his inventory?
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Thanks for the speedy replies :D
I will try the above and see if it does the trick.
@Mandoble: I mean in his hand and/or inventory.
He starts with no weapons...then after completing a few objectives...finds a weapon. I have some cut scenes where he can stop and examine objects...the animations/sounds in the cutscenes are timed perfectly...provided he has no weapons in his hands. When he does have a weapon, he first has to holster the weapon and then perform the animation...this delay makes all the actions in the cutscene off cue =(
Anyway - I'll try the above advice and hopefully can get this mission moving along.
Thanks
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weapons should give you an array of all a vehicles weapons.
_wArray = weapons player
If the array is empty he has no weapons I suppose, although I imagine binoculars or nvg's might count as weapons too.
Planck
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? (player hasWeapon "M16") : goto "ready"
Works perfectly. :)