beno_83au 1369 Posted March 23, 2016 So, as title'd I need to determine if a unit has a machine gun/automatic rifle. At the moment I'm running with: _machineGuns = [ "MMG_02_base_F", "arifle_MX_SW_F", "LMG_Mk200_F", "LMG_Zafir_F", "MMG_01_base_F" ]; _gunCheck = {(primaryWeapon _unit) isKindOf [_x, configFile >> "CfgWeapons"]} count _machineGuns; if (_gunCheck != 0) then { //Code }; It works, but it would potentially require an edit to _machineGuns for any mod MGs, which detracts from it's user-friendliness. This is as basic as I was able to work out, so is there a better way? Please take note that I'm checking the weapon, not the unit. As an example, this is what I'm trying to achieve (script taken from VBS3): if ([configFile>>"CfgWeapons",(primaryWeapon _unit),"vbs2_mgun"] call fn_vbs_isKindOf) then { //Code }; So, in the example it's very convenient that "vbs2_mgun" covered everything, and thus requires no editing on the user's part. Cheers. Share this post Link to post Share on other sites
haleks 8212 Posted March 23, 2016 You could check the different magazines used by the weapon and see if one of those has 100 bullets or more. I don't think MG's have their own parent class, so it's probably the simplest solution. 2 Share this post Link to post Share on other sites
Larrow 2821 Posted March 23, 2016 _isMG = getText(configfFile >> "CfgWeapons" >> primaryWeapon player >> "cursor") == "mg"; _isMG = ( primaryweapon player call BIS_fnc_itemtype ) select 1 == "MachineGun"Of which the second option relies on the first internally anyway. 5 Share this post Link to post Share on other sites
beno_83au 1369 Posted March 23, 2016 Thanks guys. Haleks, that definitely crossed my mind but i could still come up with situations where that wouldn't work (Minimi using M16 mags for example). Share this post Link to post Share on other sites