setVehicleAmmoDef: Difference between revisions

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| Sets how much ammunition (compared to the configuration of magazines defined in the vehicle's class) the vehicle has. Note that the ammo will only be added to [[local]] turrets. To check the locality of turret use [[turretLocal]].
| Sets how much ammunition (compared to the configuration of magazines defined in the vehicle's class) the vehicle has. Note that the ammo will only be added to [[local]] turrets. To check the locality of turret use [[turretLocal]].


| unit '''setVehicleAmmoDef''' value
|s1=  unit '''setVehicleAmmoDef''' value


|p1= unit: [[Object]] - Unit or vehicle.
|p1= unit: [[Object]] - Unit or vehicle.

Revision as of 23:28, 12 June 2021

Hover & click on the images for description

Description

Description:
Description needed
Groups:
Unit InventoryVehicle Inventory

Syntax

Syntax:
unit setVehicleAmmoDef value
Parameters:
unit: Object - Unit or vehicle.
value: Number - From 0 (no ammo) to 1 (fully loaded).
Return Value:
Nothing

Examples

Example 1:
player setVehicleAmmoDef 0;

Additional Information

See also:
setVehicleAmmoammosetAmmosetAmmoCargoturretLocal

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
Posted on December 20, 2014 - 21:49 (UTC)
Actium
For vehicles this command operates relative to its stock magazine loadout (i.e. its CfgVehicles magazines[] values). Thus setVehicleAmmoDef 1 will fully restore a vehicle to its default ammunition capacity, resetting any changes made by intentionally/implicitly adding/removing magazines. Use setVehicleAmmo to operate in relation to a vehicle's current magazine loadout. --Actium (talk) 22:49, 20 December 2014 (CET)