setVehicleAmmo: Difference between revisions
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{{ | {{RV|type=command | ||
| | | arma1 | ||
|1.00|= | |1.00 | ||
|arg= local | |||
| | |eff= global | ||
|gr1= Vehicle Inventory | |||
| | | 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. | |||
| | | vehicleName '''setVehicleAmmo''' value | ||
| [[ | |p1= vehicleName: [[Object]] | ||
|p2= value: [[Number]] - 0: empty, 1: full | |||
| [[Nothing]] | |||
|x1= < | |x1= <code>[[player]] [[setVehicleAmmo]] 0;</code> | ||
|x2= < | |x2= <code>_vehicle [[setVehicleAmmo]] 1;</code> | ||
|seealso= [[setVehicleAmmoDef]], [[ammo]], [[setAmmo]], [[setAmmoCargo]], [[turretLocal]] | |||
}} | }} | ||
<dl class="command_description"> | <dl class="command_description"> | ||
<!-- Note Section BEGIN --> | <!-- Note Section BEGIN --> | ||
<dd class="notedate"> | <dd class="notedate"> | ||
<dt class="note"> | <dt class="note">[[User:Ceeeb|Ceeeb]]</dt> | ||
<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. | <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. | ||
<dd class="notedate"> | <dd class="notedate"> | ||
<dt class="note"> | <dt class="note">[[User:Bon_Inf*|Bon_Inf*]]</dt> | ||
<dd class="note">A2:OA v1.59 - Magazines of vehicle turrets are also refilled by this command. | <dd class="note">A2:OA v1.59 - Magazines of vehicle turrets are also refilled by this command. | ||
<dd class="notedate"> | <dd class="notedate"> | ||
<dt class="note"> | <dt class="note">[[User:kju|kju]]</dt> | ||
<dd class="note"> | <dd class="note"> | ||
* If you 'unit/vehicle setVehicleAmmo 0;' an unit/vehicle first, you cannot refill it with 'unit/vehicle setVehicleAmmo 1;'. | * 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 where the unit is [[local]]. | ||
* You need to execute on the [[effectiveCommander]] of a vehicle. | * You need to execute on the [[effectiveCommander]] of a vehicle. | ||
<dd class="notedate"> | |||
<dt class="note">[[User:Galzohar|Galzohar]]</dt> | |||
<dd class="note"> | |||
* In Arma 3, using this command seems correctly rearm the vehicle and its turrets in all situations (tested with beta 0.72). | |||
<dd class="notedate"> | |||
<dt class="note">[[User:Killzone_Kid|Killzone_Kid]]</dt> | |||
<dd class="note"> | |||
* 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) | |||
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</dl> | </dl> | ||
< | |||
[[ | {{GameCategory|ofpe|Scripting Commands}} | ||
[[ | {{GameCategory|arma1|Scripting Commands}} | ||
{{GameCategory|arma2|Scripting Commands}} | |||
{{GameCategory|arma3|Scripting Commands}} | |||
{{GameCategory|tkoh|Scripting Commands}} | |||
<!-- CONTINUE Notes --> | |||
<dl class="command_description"> | |||
<dd class="notedate">Posted on December 20, 2014 - 21:55 (UTC)</dd> | |||
<dt class="note">[[User:Actium|Actium]]</dt> | |||
<dd class="note"> | |||
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). | |||
</dd> | |||
</dl> | |||
<!-- DISCONTINUE Notes --> |
Revision as of 01:07, 17 February 2021
Description
- Description:
- Description needed
- Groups:
- Vehicle Inventory
Syntax
- Syntax:
- Syntax needed
- Parameters:
- vehicleName: Object
- value: Number - 0: empty, 1: full
- Return Value:
- Return value needed
Examples
- Example 1:
player setVehicleAmmo 0;
- Example 2:
_vehicle setVehicleAmmo 1;
Additional Information
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
- 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)
- 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).