setVehicleAmmo: Difference between revisions
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{{ | {{RV|type=command | ||
| arma1 | | |game1= arma1 | ||
|version1= 1.00 | |||
| | |game2= arma2 | ||
| | |version2= 1.00 | ||
| | |game3= arma2oa | ||
|version3= 1.50 | |||
| | |game4= tkoh | ||
|version4= 1.00 | |||
| | |game5= arma3 | ||
|version5= 0.50 | |||
|arg= local | |||
| | |eff= global | ||
| | |gr1= Vehicle Inventory | ||
| | |descr= 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 [[Multiplayer Scripting#Locality|local]] turrets. To check locality of turret use [[turretLocal]]. | ||
| | |s1= vehicleName [[setVehicleAmmo]] value | ||
| [[ | |p1= vehicleName: [[Object]] | ||
|p2= value: [[Number]] in range 0..1 - 0: empty, 1: full | |||
|r1= [[Nothing]] | |||
|x1= <sqf>player setVehicleAmmo 0;</sqf> | |||
|x2= <sqf>_vehicle setVehicleAmmo 1;</sqf> | |||
|seealso= [[setVehicleAmmoDef]] [[ammo]] [[setAmmo]] [[setAmmoCargo]] [[turretLocal]] | |||
}} | }} | ||
<dl class="command_description"> | <dl class="command_description"> | ||
<dt><dt> | |||
<dd class="notedate"> | <dd class="notedate"> | ||
<dt class="note">[[User:Ceeeb|Ceeeb]] | <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. | ||
<dt><dt> | |||
<dd class="notedate"> | <dd class="notedate"> | ||
<dt class="note">[[User:Bon_Inf*|Bon_Inf*]] | <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> | |||
<dd class="notedate"> | <dd class="notedate"> | ||
<dt class="note">[[User:kju|kju]] | <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 [[Multiplayer Scripting#Locality|local]]. | ||
* You need to execute on the [[effectiveCommander]] of a vehicle. | * You need to execute on the [[effectiveCommander]] of a vehicle. | ||
<dt><dt> | |||
<dd class="notedate"> | <dd class="notedate"> | ||
<dt class="note">[[User:Galzohar|Galzohar]] | <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). | ||
<dt><dt> | |||
<dd class="notedate"> | <dd class="notedate"> | ||
<dt class="note">[[User:Killzone_Kid|Killzone_Kid]] | <dt class="note">[[User:Killzone_Kid|Killzone_Kid]]</dt> | ||
<dd class="note"> | <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) | * 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) | ||
< | <dt></dt> | ||
</ | <dd class="notedate">Posted on 2014-12-20 - 21:55 (UTC)</dd> | ||
<dd class="notedate">Posted on | |||
<dt class="note">[[User:Actium|Actium]]</dt> | <dt class="note">[[User:Actium|Actium]]</dt> | ||
<dd class="note"> | <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). | 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> | </dd> | ||
</dl> | </dl> | ||
Latest revision as of 07:03, 1 January 2026
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.
- Groups:
- Vehicle Inventory
Syntax
- Syntax:
- vehicleName setVehicleAmmo value
- Parameters:
- vehicleName: Object
- value: Number in range 0..1 - 0: empty, 1: full
- Return Value:
- Nothing
Examples
- Example 1:
- Example 2:
- _vehicle setVehicleAmmo 1;
Additional Information
- See also:
- setVehicleAmmoDef ammo setAmmo setAmmoCargo turretLocal
Notes
-
Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord.
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 2014-12-20 - 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).
Categories:
- Scripting Commands
- Introduced with Armed Assault version 1.00
- ArmA: Armed Assault: New Scripting Commands
- ArmA: Armed Assault: Scripting Commands
- Arma 2: Scripting Commands
- Arma 2: Operation Arrowhead: Scripting Commands
- Take On Helicopters: Scripting Commands
- Arma 3: Scripting Commands
- Command Group: Vehicle Inventory
- Scripting Commands: Global Effect