ACE3/docs/wiki/framework/rearm-framework.md
jonpas 1df3a73461 Add version information to most wiki feature and framework pages (#4303)
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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
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
};
};
```
<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>
## 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`.