setVehicleAmmo: Difference between revisions

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Revision as of 13:01, 17 August 2014

-wrong parameter ("Arma") defined!-1.00
Hover & click on the images for description

Description

Description:
Sets how much ammunition (compared to a full state defined by the vehicle type) the vehicle has. The value ranges from 0 to 1.
Groups:
Uncategorised

Syntax

Syntax:
vehicleName setVehicleAmmo value
Parameters:
vehicleName: Object
value: Number Range 0 to 1
Return Value:
Nothing

Examples

Example 1:
player setVehicleAmmo 0;
Example 2:
_vehicle setVehicleAmmo 1;

Additional Information

See also:
setVehicleAmmoDef

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

Notes

Ceeeb
This command does not add magazines to vehicle weapons that normally start with more than one magazine. It can however, remove these magazines.
Bon_Inf*
A2:OA v1.59 - Magazines of vehicle turrets are also refilled by this command.
kju
  • If you 'unit/vehicle setVehicleAmmo 0;' an unit/vehicle first, you cannot refill it with 'unit/vehicle setVehicleAmmo 1;'.
  • You need to execute where the unit is local.
  • You need to execute on the effectiveCommander of a vehicle.
Galzohar
  • In ArmA 3, using this command seems correctly rearm the vehicle and its turrets in all situations (tested with beta 0.72).
Killzone_Kid
  • In ArmA 3, when using this on a player, this command can only reduce the number of magazine in relation to the current ammo quantity of the unit. For example if player has 8 magazines, player setVehicleAmmo 0.5; will leave unit with 4 mags. Executing player setVehicleAmmo 0.5; again will leave unit with 2 mags. player setVehicleAmmo 0.5; again -> 1 mag. player setVehicleAmmo 0; will remove all mags. If player had 10 mags with 30 bullets in each, player setVehicleAmmo 0.01; will leave player with loaded mag with 3 bullets in it (300 x 0.01 = 3)

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