ACE3/docs/wiki/framework/rearm-framework.md
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layout title description group order parent mod version
wiki Rearm Framework Explains how to set-up rearming of objects with the ACE3 rearm system. framework 5 wiki ace
major minor patch
3 5 0

1. Config Values

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.