setAmmoCargo: Difference between revisions
Jump to navigation
Jump to search
m (Text replace - "{{uc:{{PAGENAME}}}}" to "{{uc:{{PAGENAME}}}} {{uc:{{PAGENAME}}}}") |
(see also, note formatting) |
||
Line 23: | Line 23: | ||
____________________________________________________________________________________________ | ____________________________________________________________________________________________ | ||
| [[setFuelCargo]], [[setRepairCargo]] |= See also | | [[getAmmoCargo]], [[setFuelCargo]], [[setRepairCargo]] |= See also | ||
}} | }} | ||
Line 29: | Line 29: | ||
<dl class="command_description"> | <dl class="command_description"> | ||
<!-- Note Section BEGIN --> | <!-- Note Section BEGIN --> | ||
<dd class="notedate">Posted on 31 Aug, 2011 | |||
<dt class="note">'''[[User:PlacidBox|PlacidBox]]'''<dd class="note"> | |||
While the amount of total 'ammo' that can be reloaded is defined in the truck/supply point's CfgVehicles entry, the amount each round of ammunition takes from that total is defined in the CfgAmmo 'Cost' entry for that round. | While the amount of total 'ammo' that can be reloaded is defined in the truck/supply point's CfgVehicles entry, the amount each round of ammunition takes from that total is defined in the CfgAmmo 'Cost' entry for that round. | ||
Line 34: | Line 36: | ||
A similar thing applies with a vehicle's cfgVehicle Cost entry for repairing, and the vehicle's fuelCapacity entry when refuelling. | A similar thing applies with a vehicle's cfgVehicle Cost entry for repairing, and the vehicle's fuelCapacity entry when refuelling. | ||
<!-- Note Section END --> | <!-- Note Section END --> | ||
</dl> | </dl> |
Revision as of 14:53, 16 February 2014
Description
- Description:
- Set amount of ammo resources in cargo space of a rearm vehicle. Ammo resource is used to resupply vehicles that take ammo. Soldiers use individual magazines instead. Amount: 1 is full cargo. The actual quantity to work with is determined by the model's class in CfgVehicles
- Groups:
- Uncategorised
Syntax
- Syntax:
- vehicleName setAmmoCargo ammoCargo
- Parameters:
- vehicleName: Object
- ammoCargo: Number
- Return Value:
- Nothing
Examples
- Example 1:
_ammoTruck1 setAmmoCargo 0.5;
Additional Information
- See also:
- getAmmoCargosetFuelCargosetRepairCargo
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
Notes
- Posted on 31 Aug, 2011
- PlacidBox
- While the amount of total 'ammo' that can be reloaded is defined in the truck/supply point's CfgVehicles entry, the amount each round of ammunition takes from that total is defined in the CfgAmmo 'Cost' entry for that round. Your typical truck has 300000 ammo capacity, and the tunguska's missiles have a Cost of 50000. So the tunguska can reload a total of 6 missiles from the ammo truck before the ammo capacity is depleted and needs to be set with setAmmoCargo. A similar thing applies with a vehicle's cfgVehicle Cost entry for repairing, and the vehicle's fuelCapacity entry when refuelling.
Bottom Section
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint version 1.00
- Operation Flashpoint: New Scripting Commands
- Operation Flashpoint: Scripting Commands
- Command Group: Uncategorised
- Scripting Commands OFP 1.96
- Scripting Commands OFP 1.46
- Scripting Commands ArmA
- Command Group: Weapons
- Scripting Commands ArmA2
- Scripting Commands Arma 3
- Scripting Commands Take On Helicopters