Documentation - Improve documentation for Rearm & Vehicle Damage (#8588)

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@ -50,9 +50,24 @@ class MyTruck: Car_F {
<p>Mission makers can also use `this setVariable ["ace_rearm_isSupplyVehicle", true]`</p>
</div>
## 2. Functions
## 2. Variables
### 2.1 Adding specific magazines
### 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
`ace_rearm_fnc_addMagazineToSupply`
@ -67,7 +82,7 @@ This function is most useful with the module setting `Only specific Magazines`.
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
#### 3.1.1 Example
`[ammo_truck, "32Rnd_155mm_Mo_shells"] call ace_rearm_fnc_addMagazineToSupply;`
@ -78,7 +93,7 @@ This function can also be used to increase the supply count on setting `Limited
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
### 3.2 Adding all magazines of a specific vehicle
`ace_rearm_fnc_addVehicleMagazinesToSupply`
@ -90,7 +105,7 @@ The 32 artillery shells are added to the supply count or the magazine storage of
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
#### 3.2.1 Example 1
`[ammo_truck, tank] call ace_rearm_fnc_addVehicleMagazinesToSupply;`
@ -101,7 +116,7 @@ This functions wraps `ace_rearm_fnc_addMagazineToSupply` and uses it to add all
All magazines found in the class config of the object `tank` are made available.
#### 2.2.2 Example 2
#### 3.2.2 Example 2
`[ammo_truck, "B_MBT_01_arty_F"] call ace_rearm_fnc_addVehicleMagazinesToSupply;`
@ -112,7 +127,7 @@ All magazines found in the class config of the object `tank` are made available.
All magazines found in the config of the vehicle class `B_MBT_01_arty_F` are made available.
### 2.3 Enabling / disabling rearming
### 3.3 Enabling / disabling rearming
`ace_rearm_fnc_disable`
@ -124,7 +139,7 @@ All magazines found in the config of the vehicle class `B_MBT_01_arty_F` are mad
This functions disables rearming for all supported turrets of a certain vehicle.
#### 2.3.1 Example 1
#### 3.3.1 Example 1
`[tank] call ace_rearm_fnc_disable;`
@ -134,7 +149,7 @@ This functions disables rearming for all supported turrets of a certain vehicle.
Disables rearming on the object `tank`.
#### 2.3.2 Example 2
#### 3.3.2 Example 2
`[tank, false] call ace_rearm_fnc_disable;`
@ -145,7 +160,7 @@ Disables rearming on the object `tank`.
Enables rearming on the object `tank`.
### 2.4 Getting the supply count
### 3.4 Getting the supply count
`ace_rearm_fnc_getSupplyCount`
@ -156,7 +171,7 @@ Enables rearming on the object `tank`.
This functions returns the current supply count of the ammo truck.
#### 2.4.1 Example
#### 3.4.1 Example
`[ammo_truck] call ace_rearm_fnc_getSupplyCount;`
@ -166,7 +181,7 @@ This functions returns the current supply count of the ammo truck.
The remaining supply count of `ammo_truck` will be returned.
### 2.5 Removing magazines from supply
### 3.5 Removing magazines from supply
`ace_rearm_fnc_removeMagazineFromSupply`
@ -177,7 +192,7 @@ The remaining supply count of `ammo_truck` will be returned.
2 | Number of Rounds to withdraw | Number | Optional (default: `-1`)
**R** | Magazine could be removed successfully | Boolean | Return value
#### 2.5.1 Example 1
#### 3.5.1 Example 1
`[ammo_truck, "500Rnd_127x99_mag_Tracer_Red"] call ace_rearm_fnc_removeMagazineFromSupply;`
@ -188,7 +203,7 @@ The remaining supply count of `ammo_truck` will be returned.
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
#### 3.5.2 Example 2
`[ammo_truck, "500Rnd_127x99_mag_Tracer_Red", 50] call ace_rearm_fnc_removeMagazineFromSupply;`
@ -200,7 +215,7 @@ Removes one ammo box worth of 500Rnd_127x99_mag_Tracer_Red from the supply. Depe
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
### 3.6 Setting the supply count
`ace_rearm_fnc_setSupplyCount`
@ -212,7 +227,7 @@ Removes one ammo box with 50 rounds of 500Rnd_127x99_mag_Tracer_Red from the sup
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
#### 3.6.1 Example
`[ammo_truck, 1000] call ace_rearm_fnc_setSupplyCount;`

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@ -101,22 +101,22 @@ Default: ""
On vehicle placement the system will iterate through all hitpoints define in `class Turrets` and find the relevant weapons and add their hitpoints. This occurs for ERA and SLAT as well
## CfgAmmo
## 2. CfgAmmo
The only configuration needed on ammo is the warhead type (if applicable) and the incendiary value
### 1.1 `ace_vehicle_damage_incendiary`
### 2.1 `ace_vehicle_damage_incendiary`
Value in range [0, 1] for how incendiary the ammo is. This is used in calculations to ignite fires. Not based on any real-world value, tweak as feels right.
#### 1.1.1 Default Values
#### 2.1.1 Default Values
- Tandem/HEAT: 1
- AP: 0.1
- HE: 0.3
- Incendiary Bullet: 0.7
### 1.2 `warheadName`
### 2.2 `warheadName`
Default ARMA config value. We assume that the warheads are vanilla strings, so options are