getRepairCargo: Difference between revisions

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|gr1= Vehicle Inventory
|gr1= Vehicle Inventory


|descr= Returns the amount (1 is full) of repair resources in the cargo space of a repair vehicle. {{Feature | Informative | Since Arma 3 v1.96 the return value for vehicles that are not configured to have ability to repair other vehicles is -1. (Prior to that the value was negative infinity)}}
|descr= Returns the amount (1 is full) of repair resources in the cargo space of a repair vehicle. {{Feature|informative|Since Arma 3 v1.96 the return value for vehicles that are not configured to have ability to repair other vehicles is -1. (Prior to that the value was negative infinity)}}


|s1= [[getRepairCargo]] vehicle
|s1= [[getRepairCargo]] vehicle

Revision as of 18:11, 15 March 2024

Hover & click on the images for description

Description

Description:
Returns the amount (1 is full) of repair resources in the cargo space of a repair vehicle.
Since Arma 3 v1.96 the return value for vehicles that are not configured to have ability to repair other vehicles is -1. (Prior to that the value was negative infinity)
Groups:
Vehicle Inventory

Syntax

Syntax:
getRepairCargo vehicle
Parameters:
vehicle: Object
Return Value:
Number - repair cargo value, -1 if repair cargo is not supported, 0 if the vehicle is !alive or isNull

Examples

Example 1:
value = getRepairCargo vehicleName;

Additional Information

See also:
setRepairCargo getAmmoCargo getFuelCargo

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
Posted on 2014-12-22 - 17:17 (UTC)
AgentRev
Prior to Arma 3 v1.94 If the vehicle is not alive, it always returns Nothing, which you should check for using isNil.
If the vehicle is unable to carry that type of cargo, it returns -1.#IND, which you should check for using finite or < 0.
DreadedEntity - c
Posted on Apr 24, 2022 - 06:13 (UTC)
The repair cargo does actually reduce when a repair truck repairs something, however, the default cargo amount of 1 is so high it is functionally infinite. It's inconceivable that you would drain the pool. You would need to set the cargo to 10^-5 or 10^-6 (0.000001 or 0.0000001) before it is low enough to "realistically" run out given how physically large the storage pods on the trucks are