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---
layout: wiki
title: Rearm Framework
description: Explains how to set-up rearming of objects with the ACE3 rearm system.
group: framework
order: 5
parent: wiki
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mod: ace
version:
major: 3
minor: 5
patch: 0
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---
## 1. Config Values
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### 1.1 Ammo Configs
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```cpp
class CfgAmmo {
class MyLaserGuidedRocket {
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ace_rearm_caliber = 250; // Set to the correct caliber
ace_rearm_dummy = "ace_rearm_MyLaserGuidedRocket"; // Set to correct vehicle classname
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};
};
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class CfgVehicles {
class ace_rearm_defaultCarriedObject;
class ace_rearm_MyLaserGuidedRocket: ace_rearm_defaultCarriedObject {
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model = "\directory\model.p3d"; // Set to correct static model path
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};
};
```
< div class = "panel callout" >
< h5 > Note:< / h5 >
< p > ace_rearm_caliber is only needed if you aren't inheriting from any of BI base classes or if your ammo has a different caliber.< / p >
< p > ace_rearm_dummy is only needed if you have a custom ammunition model. For each model you should create a dummy vehicle extending ace_rearm_defaultCarriedObject.< / p >
< / div >
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### 1.2 Setting vehicle as a supply
A vehicle will be set as a supply vehicle based on the config `ace_rearm_defaultSupply`
```cpp
class MyTruck: Car_F {
ace_rearm_defaultSupply = 1200;
};
```
< div class = "panel callout" >
< h5 > Note:< / h5 >
< p > Mission makers can also use `this setVariable ["ace_rearm_isSupplyVehicle", true]` </ p >
< / div >
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## 2. Variables
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### 2.1 Allow Rearming of Scripted Loadouts
`ace_rearm_scriptedLoadout`
Normally ACE Rearm evaluates what magazines a vehicle can carry by looking at the turret configs of the vehicle. This means that if a vehicle has a scripted loadout, for example using `addMagazineTurret` to give it different magazines than standard, those scripted magazines cannot be loaded with Rearm and the vehicle may be overloaded by rearming the magazines from the turret configs.
If a scripted loadout is used, this variable can be set to true to switch the magazines that can be rearmed from the turret configs to any empty magazine in the vehicle.
```cpp
VEHICLE addMagazineTurret ["SmokeLauncherMag",[0,0]];
VEHICLE setVariable ["ace_rearm_scriptedLoadout", true, true];
```
## 3. Functions
### 3.1 Adding specific magazines
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`ace_rearm_fnc_addMagazineToSupply`
| Arguments | Type | Optional (default value)
---| --------- | ---- | ------------------------
0 | Ammo Truck | Object | Required
1 | Magazine Classname | String | Required
2 | Only add content of one ammo box | Boolean | Optional (default: `false` )
**R** | None | None | Return value
This function is most useful with the module setting `Only specific Magazines` . Note that this function only adds one magazine of a specific class. Other magazines of the same size are not available on this module setting. It has to be used to replenish the ammo truck on `Only specific Magazines` setting.
This function can also be used to increase the supply count on setting `Limited ammo supply based on caliber` by a certain caliber value.
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#### 3.1.1 Example
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`[ammo_truck, "32Rnd_155mm_Mo_shells"] call ace_rearm_fnc_addMagazineToSupply;`
| Arguments | Explanation
---| --------- | -----------
0 | `ammo_truck` | My ammo truck object
1 | `"32Rnd_155mm_Mo_shells"` | Some magazine class
The 32 artillery shells are added to the supply count or the magazine storage of the specified ammo truck.
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### 3.2 Adding all magazines of a specific vehicle
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`ace_rearm_fnc_addVehicleMagazinesToSupply`
| Arguments | Type | Optional (default value)
---| --------- | ---- | ------------------------
0 | Ammo Truck | Object | Required
1 | Any vehicle object or class name | Object or String | Required
**R** | None | None | Return value
This functions wraps `ace_rearm_fnc_addMagazineToSupply` and uses it to add all default magazines of all supported turrets of the vehicle to the ammo truck.
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#### 3.2.1 Example 1
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`[ammo_truck, tank] call ace_rearm_fnc_addVehicleMagazinesToSupply;`
| Arguments | Explanation
---| --------- | -----------
0 | `ammo_truck` | My ammo truck object
1 | `tank` | A vehicle object
All magazines found in the class config of the object `tank` are made available.
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#### 3.2.2 Example 2
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`[ammo_truck, "B_MBT_01_arty_F"] call ace_rearm_fnc_addVehicleMagazinesToSupply;`
| Arguments | Explanation
---| --------- | -----------
0 | `ammo_truck` | My ammo truck object
1 | `"B_MBT_01_arty_F"` | Vehicle class name
All magazines found in the config of the vehicle class `B_MBT_01_arty_F` are made available.
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### 3.3 Enabling / disabling rearming
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`ace_rearm_fnc_disable`
| Arguments | Type | Optional (default value)
---| --------- | ---- | ------------------------
0 | Any object | Object | Required
1 | Disable rearming, true to disable, false to enable | Boolean | Optional (default: `true` )
**R** | None | None | Return value
This functions disables rearming for all supported turrets of a certain vehicle.
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#### 3.3.1 Example 1
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`[tank] call ace_rearm_fnc_disable;`
| Arguments | Explanation
---| --------- | -----------
0 | `tank` | My object
Disables rearming on the object `tank` .
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#### 3.3.2 Example 2
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`[tank, false] call ace_rearm_fnc_disable;`
| Arguments | Explanation
---| --------- | -----------
0 | `tank` | My object
1 | `false` | Rearming is enabled
Enables rearming on the object `tank` .
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### 3.4 Getting the supply count
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`ace_rearm_fnc_getSupplyCount`
| Arguments | Type | Optional (default value)
---| --------- | ---- | ------------------------
0 | Ammo Truck | Object | Required
**R** | Supply count | Number | Return value
This functions returns the current supply count of the ammo truck.
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#### 3.4.1 Example
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`[ammo_truck] call ace_rearm_fnc_getSupplyCount;`
| Arguments | Explanation
---| --------- | -----------
0 | `ammo_truck` | My object
The remaining supply count of `ammo_truck` will be returned.
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### 3.5 Removing magazines from supply
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`ace_rearm_fnc_removeMagazineFromSupply`
| Arguments | Type | Optional (default value)
---| --------- | ---- | ------------------------
0 | Ammo Truck | Object | Required
1 | Magazine Classname | String | Required
2 | Number of Rounds to withdraw | Number | Optional (default: `-1` )
**R** | Magazine could be removed successfully | Boolean | Return value
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#### 3.5.1 Example 1
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`[ammo_truck, "500Rnd_127x99_mag_Tracer_Red"] call ace_rearm_fnc_removeMagazineFromSupply;`
| Arguments | Explanation
---| --------- | -----------
0 | `ammo_truck` | My ammo truck object
1 | `"500Rnd_127x99_mag_Tracer_Red"` | Carrying is enabled
Removes one ammo box worth of 500Rnd_127x99_mag_Tracer_Red from the supply. Depending on the module setting the ammo box does hold an entire magazine or only the caliber based amount of rounds.
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#### 3.5.2 Example 2
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`[ammo_truck, "500Rnd_127x99_mag_Tracer_Red", 50] call ace_rearm_fnc_removeMagazineFromSupply;`
| Arguments | Explanation
---| --------- | -----------
0 | `ammo_truck` | My ammo truck object
1 | `"500Rnd_127x99_mag_Tracer_Red"` | Carrying is enabled
2 | `50` | Number of rounds
Removes one ammo box with 50 rounds of 500Rnd_127x99_mag_Tracer_Red from the supply. This is 10% of the supply of an entire magazine.
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### 3.6 Setting the supply count
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`ace_rearm_fnc_setSupplyCount`
| Arguments | Type | Optional (default value)
---| --------- | ---- | ------------------------
0 | Ammo Truck | Object | Required
1 | Supply Count | Boolean | Required
**R** | None | None | Return value
This function sets the current supply count of the ammo truck. It can be used to replenish the ammo truck on `Limited ammo supply based on caliber` setting.
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#### 3.6.1 Example
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`[ammo_truck, 1000] call ace_rearm_fnc_setSupplyCount;`
| Arguments | Explanation
---| --------- | -----------
0 | `ammo_truck` | My ammo truck object
1 | `1000` | Supply Count