mirror of
https://github.com/acemod/ACE3.git
synced 2024-08-30 18:23:18 +00:00
1df3a73461
* Update documentation guidelines * Add version info part 1 * Add version info part 2 * Add removed in version to frontmatter and tag testmissions as removed * Add version info part 3
1.9 KiB
1.9 KiB
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 |
|
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
.