addWeaponCargo: Difference between revisions
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|r1= [[Nothing]] | |r1= [[Nothing]] | ||
|x1= <code>_truck | |x1= <code>_truck addWeaponCargo ["M16", 5];</code> | ||
|seealso= [[addWeaponCargoGlobal]] [[addMagazineCargo]] [[addMagazineCargoGlobal]] [[clearMagazineCargo]] [[clearWeaponCargo]] [[getWeaponCargo]] [[addItemCargo]] [[addItemCargoGlobal]] [[addBackpackCargo]] [[addBackpackCargoGlobal]] [[addWeaponWithAttachmentsCargo]] | |seealso= [[addWeaponCargoGlobal]] [[addMagazineCargo]] [[addMagazineCargoGlobal]] [[clearMagazineCargo]] [[clearWeaponCargo]] [[getWeaponCargo]] [[addItemCargo]] [[addItemCargoGlobal]] [[addBackpackCargo]] [[addBackpackCargoGlobal]] [[addWeaponWithAttachmentsCargo]] |
Revision as of 11:01, 12 May 2022
Description
- Description:
- Add weapons to the cargo space of vehicles, which can be taken out by infantry units. Ignores available cargo space.
- Groups:
- Containers
Syntax
- Syntax:
- vehicleName addWeaponCargo [weaponName, count]
- Parameters:
- vehicleName: Object - vehicle to add the weapons to
- [weaponName, count]: Array
- weaponName: String - weapon name. See Category:Weapons for reference about possible values.
- count: Number - number of weapons to add.
- Return Value:
- Nothing
Examples
- Example 1:
_truck addWeaponCargo ["M16", 5];
Additional Information
- See also:
- addWeaponCargoGlobal addMagazineCargo addMagazineCargoGlobal clearMagazineCargo clearWeaponCargo getWeaponCargo addItemCargo addItemCargoGlobal addBackpackCargo addBackpackCargoGlobal addWeaponWithAttachmentsCargo
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 October 24, 2009 - 11:02 (CEST)
- Sbsmac
- Only works on clients.
- Posted on July 10, 2010 - 11:02
- Galzohar
- When players add/remove gear directly via the gear menu that gear is synchronized across the network. Since this command is local only, using it during a mission can cause all sorts of weird issues. To get proper synchronization use this command in the object's init line or in a script called from its init line with a call compile preprocessFile command (and not execVM).
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint version 1.00
- Operation Flashpoint: New Scripting Commands
- Operation Flashpoint: Scripting Commands
- Operation Flashpoint: Elite: Scripting Commands
- ArmA: Armed Assault: Scripting Commands
- Arma 2: Scripting Commands
- Arma 2: Operation Arrowhead: Scripting Commands
- Take On Helicopters: Scripting Commands
- Arma 3: Scripting Commands
- Command Group: Containers
- Scripting Commands: Local Effect