--- 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 mod: ace version: major: 3 minor: 5 patch: 0 --- ## 1. Config Values ```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 }; }; class CfgVehicles { class ace_rearm_defaultCarriedObject; class ace_rearm_MyLaserGuidedRocket: ace_rearm_defaultCarriedObject { model = "\directory\model.p3d"; // Set to correct static model path }; }; ```
Note:

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.

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.

## 2. Functions ### 2.3 Enabling / disabling rearming `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. #### 2.3.1 Example 1 `[tank] call ace_rearm_fnc_disable;` | Arguments | Explanation ---| --------- | ----------- 0 | `tank` | My object Disables rearming on the object `tank`. #### 2.3.2 Example 2 `[tank, false] call ace_rearm_fnc_disable;` | Arguments | Explanation ---| --------- | ----------- 0 | `tank` | My object 1 | `false`| Rearming is enabled Enables rearming on the object `tank`.