addMagazine: Difference between revisions

From Bohemia Interactive Community
Jump to navigation Jump to search
m (Text replacement - "{{Command " to "{{RV|type=command ")
m (Text replacement - "{{EffArg|cmd|eff|glob}}" to "{{Icon|globalEffect|32}}")
Line 24: Line 24:


|s2= unitName [[addMagazine]] [magazineName, ammoCount]<br>
|s2= unitName [[addMagazine]] [magazineName, ammoCount]<br>
{{GVI|arma2oa|1.62}} {{EffArg|cmd|arg|local}}{{EffArg|cmd|eff|glob}}<br>
{{GVI|arma2oa|1.62}} {{EffArg|cmd|arg|local}}{{Icon|globalEffect|32}}<br>
{{GVI|arma3|1.00}} {{EffArg|cmd|arg|global}}{{EffArg|cmd|eff|glob}}
{{GVI|arma3|1.00}} {{EffArg|cmd|arg|global}}{{Icon|globalEffect|32}}


|p21= unitName: [[Object]] - person to add the magazines to
|p21= unitName: [[Object]] - person to add the magazines to

Revision as of 23:31, 25 January 2021

Hover & click on the images for description

Description

Description:
Description needed
Groups:
Unit Inventory

Syntax

Syntax:
Syntax needed
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:
Return value needed

Alternative Syntax

Syntax:
unitName addMagazine [magazineName, ammoCount]
A2 OA Logo.png1.62 Template:EffArgGEGlobal
Arma 3 logo black.png1.00 Template:EffArgGEGlobal
Parameters:
unitName: Object - person to add the magazines to
magazineName: String - magazine name. See the topic Category:Weapons for reference about possible values.
ammoCount: Number - Ammo quantity to be added to magazine. If it goes beyond maximum magazine capacity, the magazine will be given full and not overloaded.
Return Value:
Nothing

Examples

Example 1:
player addMagazine "30Rnd_556x45_STANAG";
Example 2:
player addMagazine ["30Rnd_556x45_STANAG", 15]; // since Arma 2 OA 1.62
Example 3:
nonLocalUnit addMagazine ["30Rnd_556x45_STANAG", 15]; // global argument since Arma 3
Example 4:
player addMagazine ["30Rnd_556x45_STANAG", 9999]; // will give a 30 rounds magazine anyway

Additional Information

See also:
See also needed

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 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"};
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 reload. If you do not reload, Artillery calls will not fire rounds, because the AI won't reload automatically (tested with 82mm mortar)