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