addMagazine: Difference between revisions
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[[Category: | [[Category:Scripting_Commands_Take_On_Helicopters|{{uc:{{PAGENAME}}}}]] |
Revision as of 18:42, 3 December 2018
Description
- Description:
- Add a magazine to a person. Infantry units can only carry a specific number of magazines, once the magazine slots are filled (or uniform/vest/bagpack are full in Arma3), any further addMagazine commands are ignored.
NOTE: use addMagazine before addWeapon for the weapon to be loaded. - Groups:
- Uncategorised
Syntax
- Syntax:
- unitName addMagazine magazineName
- Parameters:
- unitName: Object - person to add the magazines to
- magazineName: String - magazine name. See the topic Category:Weapons for reference about possible values.
- Return Value:
- Nothing
Alternative Syntax
- Syntax:
- unitName addMagazine [magazineName, ammoCount]
1.62 Template:EffArgTemplate:EffArg
1.00 Template:EffArgTemplate:EffArg - Parameters:
- unitName: Object - person to add the magazines to
- [magazineName, ammoCount]: Array
- magazineName: String - magazine name. See the topic Category:Weapons for reference about possible values.
- ammoCount: Number - Ammo quantity to be added to magazine. If it goes beyond maximum magazine capacity, the magazine will be given full and not overloaded.
- Return Value:
- Nothing
Examples
- Example 1:
player addMagazine "30Rnd_556x45_STANAG";
- Example 2:
player addMagazine ["30Rnd_556x45_STANAG", 15]; // since Arma 2 OA 1.62
- Example 3:
nonLocalUnit addMagazine ["30Rnd_556x45_STANAG", 15]; // global argument since Arma 3
- Example 4:
player addMagazine ["30Rnd_556x45_STANAG", 9999]; // will give a 30 rounds magazine anyway
Additional Information
- See also:
- addMagazineGlobaladdMagazinesaddMagazineCargoaddMagazineCargoGlobaladdMagazinePooladdMagazineTurretremoveMagazineremoveMagazinesaddWeaponloadMagazine
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 August 2, 2006 - 06:59
- Hoz
- If the unit has magazines already, you may need to use the commands removeMagazine or removeMagazines to make space for the mags you want to add.
- Posted on February 21, 2010 - 20:13
- Vigilante
- In turreted vehicles the magazine is added to the first turret with >> primaryGunner = 1; << set in the Vehicles turret config part (and the magazine is ONLY added to the very first turret if more than one is configged with >> primaryGunner = 1; << ).
- Posted on May 12, 2010 - 20:09
- Inkompetent
- When wanting to add many magazines to an object's init-line it can be easier to use loops than to just repeat the addMagazine command.
If you want to add N magazines to an object either of the two below ways are handy, the first for fewer magazines, and the latter when you want to add many since it then is the easiest of the two to read.
{this addMagazine "magazineClassName"} forEach [1,2,3,...,N]; for "_i" from 0 to (N - 1) do {this addMagazine "magazineClassName"};
- Posted on November 28, 2017 - 13:10 (UTC)
- Pisces_72
- If adding a magazine to an empty artillery support with this command in ArmA 3, use reload. If you do not reload, Artillery calls will not fire rounds, because the AI won't reload automatically (tested with 82mm mortar)
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: Global Effect
- Scripting Commands OFP 1.99
- Scripting Commands OFP 1.96
- Scripting Commands OFP 1.46
- ArmA 2 OA: New Scripting Commands List
- Scripting Commands ArmA
- Command Group: Weapons
- Scripting Commands ArmA2
- Scripting Commands Arma 3
- Scripting Commands Take On Helicopters