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Co-authored-by: LinkIsGrim <69561145+LinkIsGrim@users.noreply.github.com>
265 lines
8.6 KiB
Markdown
265 lines
8.6 KiB
Markdown
---
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layout: wiki
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title: Rearm Framework
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description: Explains how to set-up rearming of objects with the ACE3 rearm system.
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group: framework
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order: 5
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parent: wiki
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mod: ace
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version:
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major: 3
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minor: 5
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patch: 0
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---
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## 1. Config Values
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### 1.1 Setting vehicle as a supply
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A vehicle will be set as a supply vehicle based on the config `ace_rearm_defaultSupply`
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```cpp
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class MyTruck: Car_F {
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ace_rearm_defaultSupply = 1200;
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};
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```
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### 1.2 Ammo Configs
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```cpp
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class CfgAmmo {
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class MyLaserGuidedRocket {
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ace_rearm_caliber = 250; // Set to the correct caliber
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ace_rearm_dummy = "ace_rearm_MyLaserGuidedRocket"; // Set to correct vehicle classname
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};
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};
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class CfgVehicles {
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class ace_rearm_defaultCarriedObject;
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class ace_rearm_MyLaserGuidedRocket: ace_rearm_defaultCarriedObject {
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model = "\directory\model.p3d"; // Set to correct static model path
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};
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};
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```
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<div class="panel callout">
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<h5>Note:</h5>
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<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>
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<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>
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</div>
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## 2. Variables
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### 2.1 Allow Rearming of Scripted Loadouts
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`ace_rearm_scriptedLoadout`
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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.
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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.
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```cpp
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VEHICLE addMagazineTurret ["SmokeLauncherMag",[0,0]];
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VEHICLE setVariable ["ace_rearm_scriptedLoadout", true, true];
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```
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## 3. Functions
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#### 3.1 Make an object into a rearm source
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*Added in ACE3 3.12.3*
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Meant to run on server only.
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`ace_rearm_fnc_makeSource`
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| | Arguments | Type | Optional (default value) |
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|----| --------- | ---- | ------------------------ |
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| 0 | Ammo Truck | Object | Required |
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| 1 | Supply Count | Number | Optional (default: `0`) |
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| 1 | Add (`true`) or set (`false`) supply | Bool | Optional (default: `false`) |
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| **R** | None | None | Return value |
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#### 3.1.1 Example
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`[cursorObject, 1200] call ace_rearm_fnc_makeSource`
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| | Arguments | Explanation |
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|----| --------- | ----------- |
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| 0 | `cursorObject` | Rearm source object |
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| 1 | `1200` | Ammo supply |
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### 3.2 Enabling / disabling rearming
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`ace_rearm_fnc_disable`
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| | Arguments | Type | Optional (default value) |
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|----| --------- | ---- | ------------------------ |
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| 0 | Ammo Truck | Object | Required |
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| 1 | Disable rearming, true to disable, false to enable | Boolean | Optional (default: `true`) |
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| **R** | None | None | Return value |
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This function disables rearming for all supported turrets of a vehicle.
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#### 3.2.1 Example 1
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`[tank] call ace_rearm_fnc_disable;`
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| | Arguments | Explanation |
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|----| --------- | ----------- |
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| 0 | `tank` | My object |
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Disables rearming on the object `tank`.
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#### 3.2.2 Example 2
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`[tank, false] call ace_rearm_fnc_disable;`
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| | Arguments | Explanation |
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|----| --------- | ----------- |
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| 0 | `tank` | My object |
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| 1 | `false` | Rearming is enabled |
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Enables rearming on the object `tank`.
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### 3.3 Getting the supply count
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`ace_rearm_fnc_getSupplyCount`
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| | Arguments | Type | Optional (default value) |
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|----| --------- | ---- | ------------------------ |
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| 0 | Ammo Truck | Object | Required |
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| **R** | Supply count | Number | Return value |
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This function returns the current supply count of the ammo truck.
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#### 3.3.1 Example
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`[ammo_truck] call ace_rearm_fnc_getSupplyCount;`
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| | Arguments | Explanation |
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| ---| ------------- | ----------- |
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| 0 | `ammo_truck` | My object |
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The remaining supply count of `ammo_truck` will be returned.
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### 3.4 Setting the supply count
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`ace_rearm_fnc_setSupplyCount`
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| | Arguments | Type | Optional (default value) |
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|----| --------- | ---- | ------------------------ |
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| 0 | Ammo Truck | Object | Required |
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| 1 | Supply Count | Boolean | Required |
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| **R** | None | None | Return value |
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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.
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#### 3.4.1 Example
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`[ammo_truck, 1000] call ace_rearm_fnc_setSupplyCount;`
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| | Arguments | Explanation |
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|----| --------- | ----------- |
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| 0 | `ammo_truck` | My ammo truck object |
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| 1 | `1000`| Supply Count |
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### 3.5 Adding specific magazines
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`ace_rearm_fnc_addMagazineToSupply`
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| | Arguments | Type | Optional (default value) |
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|----| --------- | ---- | ------------------------ |
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| 0 | Ammo Truck | Object | Required |
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| 1 | Magazine Classname | String | Required |
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| 2 | Only add content of one ammo box | Boolean | Optional (default: `false`) |
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| **R** | None | None | Return value |
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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.
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This function can also be used to increase the supply count on setting `Limited ammo supply based on caliber` by a certain caliber value.
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#### 3.5.1 Example
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`[ammo_truck, "32Rnd_155mm_Mo_shells"] call ace_rearm_fnc_addMagazineToSupply;`
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| | Arguments | Explanation |
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|----| --------- | ----------- |
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| 0 | `ammo_truck` | My ammo truck object |
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| 1 | `"32Rnd_155mm_Mo_shells"` | Some magazine class |
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The 32 artillery shells are added to the supply count or the magazine storage of the specified ammo truck.
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### 3.6 Adding all magazines of a specific vehicle
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`ace_rearm_fnc_addVehicleMagazinesToSupply`
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| | Arguments | Type | Optional (default value) |
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|----| --------- | ---- | ------------------------ |
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| 0 | Ammo Truck | Object | Required |
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| 1 | Any vehicle object or class name | Object or String | Required |
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| **R** | None | None | Return value |
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This function wraps `ace_rearm_fnc_addMagazineToSupply` and uses it to add all default magazines of all supported turrets of the vehicle to the ammo truck.
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#### 3.6.1 Example 1
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`[ammo_truck, tank] call ace_rearm_fnc_addVehicleMagazinesToSupply;`
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| | Arguments | Explanation |
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|----| --------- | ----------- |
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| 0 | `ammo_truck` | My ammo truck object |
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| 1 | `tank`| A vehicle object |
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All magazines found in the class config of the object `tank` are made available.
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#### 3.6.2 Example 2
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`[ammo_truck, "B_MBT_01_arty_F"] call ace_rearm_fnc_addVehicleMagazinesToSupply;`
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| | Arguments | Explanation |
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|----| --------- | ----------- |
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| 0 | `ammo_truck` | My ammo truck object |
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| 1 | `"B_MBT_01_arty_F"`| Vehicle class name |
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All magazines found in the config of the vehicle class `B_MBT_01_arty_F` are made available.
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### 3.7 Removing magazines from supply
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`ace_rearm_fnc_removeMagazineFromSupply`
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| | Arguments | Type | Optional (default value) |
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|----| --------- | ---- | ------------------------ |
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| 0 | Ammo Truck | Object | Required |
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| 1 | Magazine Classname | String | Required |
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| 2 | Number of Rounds to withdraw | Number | Optional (default: `-1`) |
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| **R** | Magazine could be removed successfully | Boolean | Return value |
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#### 3.7.1 Example 1
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`[ammo_truck, "500Rnd_127x99_mag_Tracer_Red"] call ace_rearm_fnc_removeMagazineFromSupply;`
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| | Arguments | Explanation |
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|----| --------- | ----------- |
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| 0 | `ammo_truck` | My ammo truck object |
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| 1 | `"500Rnd_127x99_mag_Tracer_Red"`| Carrying is enabled |
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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.
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#### 3.7.2 Example 2
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`[ammo_truck, "500Rnd_127x99_mag_Tracer_Red", 50] call ace_rearm_fnc_removeMagazineFromSupply;`
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| | Arguments | Explanation |
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|----| --------- | ----------- |
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| 0 | `ammo_truck` | My ammo truck object |
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| 1 | `"500Rnd_127x99_mag_Tracer_Red"`| Carrying is enabled |
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| 2 | `50` | Number of rounds |
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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.
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## 4. Events
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| Name | Arguments | Global? | Added in |
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| ------------- | --------- | ------- | -------- |
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| `ace_rearm_sourceInitalized` | Ammo truck (OBJECT) | Yes | 3.16.0 |
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