setVehicleAmmo

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Revision as of 21:07, 26 September 2014 by Killzone Kid (talk | contribs) (description note)
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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:
setVehicleAmmoDefammosetAmmosetAmmoCargo

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)

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