Difference between revisions of "setVehicleAmmo"

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m (Note cleanup)
m (template:command argument fix)
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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]].
 
| 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. |= Description
+
The value ranges from 0 to 1. |DESCRIPTION=
 
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|  vehicleName '''setVehicleAmmo''' value |= Syntax
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|  vehicleName '''setVehicleAmmo''' value |SYNTAX=
  
|p1= vehicleName: [[Object]] |= Parameter 1
+
|p1= vehicleName: [[Object]] |PARAMETER1=
  
|p2= value: [[Number]] - 0: empty, 1: full|= Parameter 2
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|p2= value: [[Number]] - 0: empty, 1: full|PARAMETER2=
  
| [[Nothing]] |= Return value
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| [[Nothing]] |RETURNVALUE=
 
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|x1= <code>[[player]] [[setVehicleAmmo]] 0;</code> |= Example 1
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|x1= <code>[[player]] [[setVehicleAmmo]] 0;</code> |EXAMPLE1=
|x2= <code>_vehicle [[setVehicleAmmo]] 1;</code> |= Example 2
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|x2= <code>_vehicle [[setVehicleAmmo]] 1;</code> |EXAMPLE2=
 
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| [[setVehicleAmmoDef]], [[ammo]], [[setAmmo]], [[setAmmoCargo]], [[turretLocal]]|= See also
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| [[setVehicleAmmoDef]], [[ammo]], [[setAmmo]], [[setAmmoCargo]], [[turretLocal]]|SEEALSO=
  
 
}}
 
}}

Revision as of 15:48, 7 April 2019

Template:Command

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)

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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).