addMagazine: Difference between revisions
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Lou Montana (talk | contribs) m (Text replacement - "{{EffArg|cmd|arg|global}}" to "{{Icon|globalArgument|32}}") |
Lou Montana (talk | contribs) m (Text replacement - "<dd class="notedate">Posted on ([^<>]+) " to "<dd class="notedate">Posted on $1</dd> ") |
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<!-- Note Section BEGIN --> | <!-- Note Section BEGIN --> | ||
<dd class="notedate">Posted on August 2, 2006 - 06:59 | <dd class="notedate">Posted on August 2, 2006 - 06:59</dd> | ||
<dt class="note">[[User:Hoz|Hoz]] | <dt class="note">[[User:Hoz|Hoz]] | ||
<dd class="note">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. | <dd class="note">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. | ||
<dd class="notedate">Posted on February 21, 2010 - 20:13 | <dd class="notedate">Posted on February 21, 2010 - 20:13</dd> | ||
<dt class="note">[[User:Vigilante|Vigilante]] | <dt class="note">[[User:Vigilante|Vigilante]] | ||
<dd class="note">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; << ). | <dd class="note">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; << ). | ||
<dd class="notedate">Posted on May 12, 2010 - 20:09 | <dd class="notedate">Posted on May 12, 2010 - 20:09</dd> | ||
<dt class="note">[[User:Inkompetent|Inkompetent]] | <dt class="note">[[User:Inkompetent|Inkompetent]] | ||
<dd class="note">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. | <dd class="note">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. | ||
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[[for]] "_i" [[from]] 0 [[to]] (N - 1) [[do]] {this [[addMagazine]] "magazineClassName"};</code> | [[for]] "_i" [[from]] 0 [[to]] (N - 1) [[do]] {this [[addMagazine]] "magazineClassName"};</code> | ||
<dd class="notedate">Posted on November 28, 2017 - 13:10 (UTC) | <dd class="notedate">Posted on November 28, 2017 - 13:10 (UTC)</dd> | ||
<dt class="note">[[User:Pisces_72|Pisces_72]] | <dt class="note">[[User:Pisces_72|Pisces_72]] | ||
<dd class="note">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) | <dd class="note">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) |
Revision as of 00:58, 30 January 2021
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]
1.62 LALocalGEGlobal
1.00 GAGlobalGEGlobal - 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)
Categories:
- Stubs
- Scripting Commands
- Command Group: Unit Inventory
- Scripting Commands: Global Effect
- Scripting Commands OFP 1.46
- Scripting Commands OFP 1.96
- Scripting Commands OFP 1.99
- ArmA: Armed Assault: Scripting Commands
- Arma 2: Scripting Commands
- Arma 3: Scripting Commands
- Take On Helicopters: Scripting Commands
- Arma 2: Operation Arrowhead: New Scripting Commands List