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<dd class="notedate">Posted on November 28, 2017 - 13:10 (UTC)</dd> | |||
<dt class="note">[[User:Pisces_72|Pisces_72]]</dt> | |||
<dd class="note"> | |||
If adding a magazine to an empty artillery support with this command in ArmA 3, use https://community.bistudio.com/wiki/reload If you do not reload, Artillery calls will not fire rounds, because the AI won't reload automatically (tested with 82mm mortar) | |||
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Revision as of 14:10, 28 November 2017
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.
- 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, ammoCount] (Since Arma 2 OA 1.62)
- Parameters:
- unitName: Object - person to add the magazines to
- [magazineName, ammoCount]: Array
- magazineName: String - magazine name. See the topic Category:Weapons for reference about possible values.
- ammoCount: Number - Ammo quantity to be added to magazine.
- Return Value:
- Nothing
Examples
- Example 1:
player addMagazine "30Rnd_556x45_STANAG";
- Example 2:
player addMagazine ["30Rnd_556x45_STANAG", 15];
Additional Information
- See also:
- addMagazineGlobaladdMagazine_arrayaddMagazinesaddMagazineCargoaddMagazineCargoGlobaladdMagazinePooladdMagazineTurretremoveMagazineremoveMagazinesaddWeaponloadMagazine
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 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"};
Bottom Section
- Posted on November 28, 2017 - 13:10 (UTC)
- Pisces_72
- If adding a magazine to an empty artillery support with this command in ArmA 3, use https://community.bistudio.com/wiki/reload If you do not reload, Artillery calls will not fire rounds, because the AI won't reload automatically (tested with 82mm mortar)
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint version 1.00
- Operation Flashpoint: New Scripting Commands
- Operation Flashpoint: Scripting Commands
- Command Group: Uncategorised
- Scripting Commands: Global Effect
- Scripting Commands OFP 1.99
- Scripting Commands OFP 1.96
- Scripting Commands OFP 1.46
- Scripting Commands ArmA
- Command Group: Weapons
- Scripting Commands ArmA2
- Scripting Commands Arma 3
- Scripting Commands Take On Helicopters