setAmmoCargo

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Introduced with Operation Flashpoint version 1.00
  Arguments of this scripting command have to be local to the client the command is executed onEffects of this scripting command are broadcasted over the network and happen on every computer in the network

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Introduced in

Game:
Operation Flashpoint
Version:
1.00

Description

Description:
Set amount of ammo resources in cargo space of a rearm vehicle. Ammo resource is used to resupply vehicles that take ammo. Soldiers use individual magazines instead. Amount: 1 is full cargo. The actual quantity to work with is determined by the model's class in CfgVehicles

Syntax

Syntax:
vehicleName setAmmoCargo ammoCargo
Parameters:
vehicleName: Object
ammoCargo: Number
Return Value:
Nothing

Examples

Example 1:
_ammoTruck1 setAmmoCargo 0.5;

Additional Information

Multiplayer:
-
See also:
getAmmoCargosetFuelCargosetRepairCargo

Notes

Only post proven facts here. Report bugs on the feedback tracker. Use the talk page or the forums for discussions.
Add New Note | How To

Notes

Posted on 31 Aug, 2011
PlacidBox
While the amount of total 'ammo' that can be reloaded is defined in the truck/supply point's CfgVehicles entry, the amount each round of ammunition takes from that total is defined in the CfgAmmo 'Cost' entry for that round. Your typical truck has 300000 ammo capacity, and the tunguska's missiles have a Cost of 50000. So the tunguska can reload a total of 6 missiles from the ammo truck before the ammo capacity is depleted and needs to be set with setAmmoCargo. A similar thing applies with a vehicle's cfgVehicle Cost entry for repairing, and the vehicle's fuelCapacity entry when refuelling.

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Posted on July 10, 2015 - 19:27 (UTC)
Waffle SS.
(ArmA 3 1.44) setAmmoCargo will have no effect if the vehicle doesn't support getAmmoCargo.