Remove never-merged rearm feature and framework documentation

This commit is contained in:
jonpas 2016-08-18 21:01:44 +02:00
parent ff0dcd3152
commit 58bf3c4719
3 changed files with 9 additions and 165 deletions

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---
layout: wiki
title: Rearm
description: Adds the option to rearm vehicles
description: Adds custom rearm system.
group: feature
category: interaction
parent: wiki
@ -9,7 +9,8 @@ parent: wiki
## 1. Overview
This adds the option to rearm vehicles. The module settings allow you to configure `ace_rearm` for both casual gaming and simulation game modes. Both the rearm speed and the availability of ammunition supply can be configured.
This adds the option to rearm vehicles. The module settings allow you to configure ACE3 Rearm for both casual gaming and simulation game modes. Both the rearm speed and the availability of ammunition supply can be configured.
## 2. Rearming
@ -37,25 +38,8 @@ It's the same process as with setting `Entire Magazine`, but most magazines will
The caliber of the weapon will be rounded to the nearest number and the number of rounds is calculated using the table above.
To fully rearm 2000 rounds of 7.62mm machine gun, you need five ammo boxes.
## 3. Limiting the ammunition supply
With ACE3 3.6.0 ammunition supply can be limited on ammo trucks.
### 3.1 Rearming with setting `Unlimited ammo supply`
All ammo trucks have an unlimited ammunition supply by default. You can rearm as many vehicles as often as you like.
### 3.2 Rearming with setting `Limited ammo supply based on caliber`
On this setting all ammo trucks have a limited ammunition supply. The supply consumption is based on "caliber points". With 1000 points worth of ammunition supply, you can rearm four magazines of 250mm caliber (i.e. bombs) or eight magazines of 120mm caliber (i.e. tank rounds) or 125 magazines of 7.62mm caliber.
### 3.3 Rearming with setting `Only specific Magazines`
On this setting, the mission creator has to use the framework to add specific magazines to the ammo truck(s). This allows you to create munition specific ammo trucks i.e. one ammo truck for missiles and one for bombs.
### 3.4 Checking the ammunition supply
- Interact with the fuel truck <kbd>&nbsp;Win</kbd> (ACE3 default key bind `Interact Key`).
- Select `Check remaining ammunition`.
Depending on the module setting, you will be shown a hint containing either the remaining supply points or the remaining magazines with their remaining number of rounds.
## 4. FAQ
## 3. FAQ
### Can I drop the ammo box?
Yes, using the action menu.

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```cpp
class CfgAmmo {
class MyLaserGuidedRocket {
ace_rearm_caliber = 250; // set to the correct caliber
ace_rearm_dummy = "ace_rearm_MyLaserGuidedRocket"; // set to correct vehicle classname
ace_rearm_caliber = 250; // Set to the correct caliber
ace_rearm_dummy = "ace_rearm_MyLaserGuidedRocket"; // Set to correct vehicle classname
};
};
class CfgVehicles {
class ace_rearm_defaultCarriedObject;
class ace_rearm_MyLaserGuidedRocket: ace_rearm_defaultCarriedObject {
model = "\directory\model.p3d"; // set to correct path static model
model = "\directory\model.p3d"; // Set to correct static model path
};
};
```
@ -30,70 +31,9 @@ class CfgVehicles {
<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>
## 2. Functions
### 2.1 Adding specific magazines
`added in 3.6.0`
`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.
#### 2.1.1 Example
`[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.
### 2.2 Adding all magazines of a specific vehicle
`added in 3.6.0`
`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.
#### 2.2.1 Example 1
`[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.
#### 2.2.2 Example 2
`[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.
### 2.3 Enabling / disabling rearming
`ace_rearm_fnc_disable`
@ -126,82 +66,3 @@ Disables rearming on the object `tank`.
1 | `false`| Rearming is enabled
Enables rearming on the object `tank`.
### 2.4 Getting the supply count
`added in 3.6.0`
`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.
#### 2.4.1 Example
`[ammo_truck] call ace_rearm_fnc_getSupplyCount;`
| Arguments | Explanation
---| --------- | -----------
0 | `ammo_truck` | My object
The remaining supply count of `ammo_truck` will be returned.
### 2.5 Removing magazines from supply
`added in 3.6.0`
`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
#### 2.5.1 Example 1
`[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.
#### 2.5.2 Example 2
`[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.
### 2.6 Setting the supply count
`added in 3.6.0`
`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.
#### 2.6.1 Example
`[ammo_truck, 1000] call ace_rearm_fnc_setSupplyCount;`
| Arguments | Explanation
---| --------- | -----------
0 | `ammo_truck` | My ammo truck object
1 | `1000`| Supply Count

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@ -474,7 +474,6 @@ This module allows to tweak all the rearm settings used in ACE3.
Name | Type | Description | Default value
---- | ---- | ---- | ---- |
Rearm Amount | Option | How fast should a vehicle be rearmed? | Entire Vehicle
Ammunition supply | Option | How much ammunition does an ammo truck carry? | Unlimited ammo supply
### 2.8 Refuel Settings
*Part of: ace_refuel*