addMagazine: Difference between revisions

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''Note:'' When you add a new weapon via scripting commands as well as the magazines for it, the '''addMagazine''' command has to be given ''before'' the [[addWeapon]] command, otherwise the weapon won't be loaded. <br><br>
''Note:'' When you add a new weapon via scripting commands as well as the magazines for it, the '''addMagazine''' command has to be given ''before'' the [[addWeapon]] command, otherwise the weapon won't be loaded. <br><br>


{{Feature arma3|In Arma 3 alternative variant of this command (addMagazine ARRAY) accepts global arguments {{EffArg|cmd|arg|glob}}, i.e. you can use it on the server to give remote unit a magazine with limited ammo. }}
{{Feature arma3|In Arma 3, the alternative variant of this command (addMagazine ARRAY) accepts global arguments {{EffArg|cmd|arg|glob}}, i.e. you can use it on the server to give remote unit a magazine with limited ammo. }}
|= Description
|= Description
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Revision as of 09:38, 24 October 2014

Hover & click on the images for description

Description

Description:
Add a magazine to a person. Infantry units can only carry a specific number of magazines, once the magazine slots are filled, any further addMagazine commands are ignored.

Note: When you add a new weapon via scripting commands as well as the magazines for it, the addMagazine command has to be given before the addWeapon command, otherwise the weapon won't be loaded.

Arma 3
In Arma 3, the alternative variant of this command (addMagazine ARRAY) accepts global arguments Template:EffArg, i.e. you can use it on the server to give remote unit a magazine with limited ammo.
Groups:
Uncategorised

Syntax

Syntax:
unitName addMagazine magazineName
Parameters:
unitName: Object - person to add the magazines to
magazineName: String - magazine name. See the topic Category:Weapons for reference about possible values.
Return Value:
Nothing

Alternative Syntax

Syntax:
unitName addMagazine [magazineName, ammo count]
Parameters:
unitName: Object - person to add the magazines to
[magazineName, ammo count]: Array
magazineName: String - magazine name. See the topic Category:Weapons for reference about possible values.
ammo count: Number - Ammo quantity to be added to magazine.
Return Value:
Nothing

Examples

Example 1:
player addMagazine "M16";
Example 2:
player addMagazine ["M16", 15];

Additional Information

See also:
addMagazineGlobaladdMagazine_arrayaddMagazinesaddMagazineCargoaddMagazineCargoGlobaladdMagazinePooladdMagazineTurretremoveMagazineremoveMagazinesaddWeapon

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

Posted on August 2, 2006 - 06:59
Hoz
If the unit has magazines already, you may need to use the commands removeMagazine or removeMagazines to make space for the mags you want to add.
Posted on September 11, 2007 - 15:39
Lester
The command doesn't stop adding magazines if the slots are full, it's possible do add much more magazines as slots are defined.
Posted on February 21, 2010 - 20:13
Vigilante
In turreted vehicles the magazine is added to the first turret with >> primaryGunner = 1; << set in the Vehicles turret config part (and the magazine is ONLY added to the very first turret if more than one is configged with >> primaryGunner = 1; << ).
Posted on May 12, 2010 - 20:09
Inkompetent
When wanting to add many magazines to an object's init-line it can be easier to use loops than to just repeat the addMagazine command. If you want to add N magazines to an object either of the two below ways are handy, the first for fewer magazines, and the latter when you want to add many since it then is the easiest of the two to read. {this addMagazine "magazineClassName"} forEach [1,2,3,...,N]; for "_i" from 0 to (N - 1) do {this addMagazine "magazineClassName"};

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