Difference between revisions of "setVehicleAmmo"

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[[Category:Scripting Commands|SETVEHICLEAMMO]]
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{{Command|= Comments
[[Category:Scripting Commands OFP Elite |SETVEHICLEAMMO]]
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____________________________________________________________________________________________
[[Category:Scripting Commands ArmA|SETVEHICLEAMMO]]
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| arma |= Game name
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|1.00|= Game version
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|arg= local |= Arguments in MP
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|eff= global |= Effects in MP
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____________________________________________________________________________________________
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| Sets how much ammunition (compared to a full state defined by the vehicle type) the vehicle has. Note that the ammo will be added only to [[local]] turrets. To check locality of turret use [[turretLocal]].
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The value ranges from 0 to 1. |DESCRIPTION=
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____________________________________________________________________________________________
  
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|  vehicleName '''setVehicleAmmo''' value |SYNTAX=
  
<h2 style="color:#000066">'''''object'' setVehicleAmmo ''value'''''</h2>
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|p1= vehicleName: [[Object]] |PARAMETER1=
  
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|p2= value: [[Number]] - 0: empty, 1: full|PARAMETER2=
  
'''Operand types:'''
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| [[Nothing]] |RETURNVALUE=
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____________________________________________________________________________________________
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|x1= <code>[[player]] [[setVehicleAmmo]] 0;</code> |EXAMPLE1=
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|x2= <code>_vehicle [[setVehicleAmmo]] 1;</code> |EXAMPLE2=
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____________________________________________________________________________________________
  
'''object:''' [[Object]]
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| [[setVehicleAmmoDef]], [[ammo]], [[setAmmo]], [[setAmmoCargo]], [[turretLocal]]|SEEALSO=
  
'''value:''' [[Number]]
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}}
  
'''Type of returned value:'''
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<h3 style="display:none">Notes</h3>
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<dl class="command_description">
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<!-- Note Section BEGIN -->
  
[[Nothing]]
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<dd class="notedate">
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<dt class="note">'''[[User:Ceeeb|Ceeeb]]'''
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<dd class="note">This command does not add magazines to vehicle weapons that normally start with more than one magazine. It can however, remove these magazines.
  
'''Compatibility:'''
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<dd class="notedate">
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<dt class="note">'''[[User:Bon_Inf*|Bon_Inf*]]'''
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<dd class="note">A2:OA v1.59 - Magazines of vehicle turrets are also refilled by this command.
  
Version 2.32 required.
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<dd class="notedate">
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<dt class="note">'''[[User:kju|kju]]'''
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<dd class="note">
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* If you 'unit/vehicle setVehicleAmmo 0;' an unit/vehicle first, you cannot refill it with 'unit/vehicle setVehicleAmmo 1;'.
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* You need to execute where the unit is [[local]].
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* You need to execute on the [[effectiveCommander]] of a vehicle.
  
'''Description:'''
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<dd class="notedate">
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<dt class="note">'''[[User:Galzohar|Galzohar]]'''
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<dd class="note">
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* In ArmA 3, using this command seems correctly rearm the vehicle and its turrets in all situations (tested with beta 0.72).
  
Sets how much ammunition (compared to a full state defined by the vehicle type) the vehicle has.
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<dd class="notedate">
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<dt class="note">'''[[User:Killzone_Kid|Killzone_Kid]]'''
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<dd class="note">
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* In ArmA 3, when using this on a player, this command can only reduce the number of magazine in relation to the current ammo quantity of the unit. For example if player has 8 magazines, [[player]] [[setVehicleAmmo]] 0.5; will leave unit with 4 mags. Executing [[player]] [[setVehicleAmmo]] 0.5; again will leave unit with 2 mags. [[player]] [[setVehicleAmmo]] 0.5; again -> 1 mag. [[player]] [[setVehicleAmmo]] 0; will remove all mags. If player had 10 mags with 30 bullets in each, [[player]] [[setVehicleAmmo]] 0.01; will leave player with loaded mag with 3 bullets in it (300 x 0.01 = 3)
  
The value ranges from 0 to 1.
 
  
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<!-- Note Section END -->
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</dl>
  
'''Example:'''
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<h3 style="display:none">Bottom Section</h3>
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[[Category:Scripting Commands|SETVEHICLEAMMO]]
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[[Category:Scripting Commands OFP Elite |SETVEHICLEAMMO]]
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[[Category:Scripting Commands ArmA|SETVEHICLEAMMO]]
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[[Category:Command_Group:_Weapons|{{uc:{{PAGENAME}}}}]]
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[[Category:Scripting Commands ArmA2|{{uc:{{PAGENAME}}}}]]
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[[Category:Scripting Commands Arma 3|{{uc:{{PAGENAME}}}}]]
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[[Category:Scripting_Commands_Take_On_Helicopters|{{uc:{{PAGENAME}}}}]]
  
player '''setVehicleAmmo''' 0
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<!-- CONTINUE Notes -->
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<dl class="command_description">
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<dd class="notedate">Posted on December 20, 2014 - 21:55 (UTC)</dd>
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<dt class="note">[[User:Actium|Actium]]</dt>
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<dd class="note">
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This command does not operate ''compared to a full state defined by the vehicle type'', but rather relative to a vehicle's current magazine loadout. To get the former behaviour use [[setVehicleAmmoDef]], which utilizes the vehicles default magazine loadout (i.e. its CfgVehicles magazines[] values).
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</dd>
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</dl>
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<!-- DISCONTINUE Notes -->

Revision as of 15:48, 7 April 2019

Introduced with Armed Assault version 1.00
  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

Click on the images for descriptions

Introduced in

Game:
Armed Assault
Version:
1.00

Description

Description:
Sets how much ammunition (compared to a full state defined by the vehicle type) the vehicle has. Note that the ammo will be added only to local turrets. To check locality of turret use turretLocal. The value ranges from 0 to 1.

Syntax

Syntax:
vehicleName setVehicleAmmo value
Parameters:
vehicleName: Object
value: Number - 0: empty, 1: full
Return Value:
Nothing

Examples

Example 1:
player setVehicleAmmo 0;
Example 2:
_vehicle setVehicleAmmo 1;

Additional Information

Multiplayer:
-
See also:
setVehicleAmmoDefammosetAmmosetAmmoCargoturretLocal

Notes

Only post proven facts here. Report bugs on the feedback tracker. Use the talk page or the forums for discussions.
Add New Note | How To

Notes

Ceeeb
This command does not add magazines to vehicle weapons that normally start with more than one magazine. It can however, remove these magazines.
Bon_Inf*
A2:OA v1.59 - Magazines of vehicle turrets are also refilled by this command.
kju
  • If you 'unit/vehicle setVehicleAmmo 0;' an unit/vehicle first, you cannot refill it with 'unit/vehicle setVehicleAmmo 1;'.
  • You need to execute where the unit is local.
  • You need to execute on the effectiveCommander of a vehicle.
Galzohar
  • In ArmA 3, using this command seems correctly rearm the vehicle and its turrets in all situations (tested with beta 0.72).
Killzone_Kid
  • In ArmA 3, when using this on a player, this command can only reduce the number of magazine in relation to the current ammo quantity of the unit. For example if player has 8 magazines, player setVehicleAmmo 0.5; will leave unit with 4 mags. Executing player setVehicleAmmo 0.5; again will leave unit with 2 mags. player setVehicleAmmo 0.5; again -> 1 mag. player setVehicleAmmo 0; will remove all mags. If player had 10 mags with 30 bullets in each, player setVehicleAmmo 0.01; will leave player with loaded mag with 3 bullets in it (300 x 0.01 = 3)

Bottom Section

Posted on December 20, 2014 - 21:55 (UTC)
Actium
This command does not operate compared to a full state defined by the vehicle type, but rather relative to a vehicle's current magazine loadout. To get the former behaviour use setVehicleAmmoDef, which utilizes the vehicles default magazine loadout (i.e. its CfgVehicles magazines[] values).