setVehicleAmmo: Difference between revisions
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<!-- Note Section BEGIN --> | <!-- Note Section BEGIN --> | ||
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<dt class="note">[[User:Ceeeb|Ceeeb]]</dt> | <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. | ||
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<dt class="note">[[User:Bon_Inf*|Bon_Inf*]]</dt> | <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. | ||
<dt><dt> | |||
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<dt class="note">[[User:kju|kju]]</dt> | <dt class="note">[[User:kju|kju]]</dt> | ||
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* 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. | ||
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<dd class="notedate"> | <dd class="notedate"> | ||
<dt class="note">[[User:Galzohar|Galzohar]]</dt> | <dt class="note">[[User:Galzohar|Galzohar]]</dt> | ||
<dd class="note"> | <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). | * In Arma 3, using this command seems correctly rearm the vehicle and its turrets in all situations (tested with beta 0.72). | ||
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<dd class="notedate"> | <dd class="notedate"> | ||
<dt class="note">[[User:Killzone_Kid|Killzone_Kid]]</dt> | <dt class="note">[[User:Killzone_Kid|Killzone_Kid]]</dt> |
Revision as of 00:27, 6 April 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).