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Revision as of 15:46, 7 April 2019 by Erentar (talk | contribs) (template:command argument fix)
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Introduced with Operation Flashpoint version 1.001.00
Arguments of this scripting command have to be local to the client the command is executed onEffects of this scripting command are broadcasted over the network and happen on every computer in the network
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Set amount of ammo resources in cargo space of a rearm vehicle. Ammo resource is used to resupply vehicles that take ammo. Soldiers use individual magazines instead. Amount: 1 is full cargo. The actual quantity to work with is determined by the model's class in CfgVehicles


vehicleName setAmmoCargo ammoCargo
vehicleName: Object
ammoCargo: Number
Return Value:


Example 1:
_ammoTruck1 setAmmoCargo 0.5;

Additional Information

See also:


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Posted on 31 Aug, 2011
While the amount of total 'ammo' that can be reloaded is defined in the truck/supply point's CfgVehicles entry, the amount each round of ammunition takes from that total is defined in the CfgAmmo 'Cost' entry for that round. Your typical truck has 300000 ammo capacity, and the tunguska's missiles have a Cost of 50000. So the tunguska can reload a total of 6 missiles from the ammo truck before the ammo capacity is depleted and needs to be set with setAmmoCargo. A similar thing applies with a vehicle's cfgVehicle Cost entry for repairing, and the vehicle's fuelCapacity entry when refuelling.

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Posted on July 10, 2015 - 19:27 (UTC)
Waffle SS.
(ArmA 3 1.44) setAmmoCargo will have no effect if the vehicle doesn't support getAmmoCargo.