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someAmmo does not take loaded magazines into account
Closed, ResolvedPublic

Description

The someAmmo command does not take the magazine that is currently loaded into a weapon into account. It will return false when the unit is using it last magazine that takes up the magazine slot in the weapon.

Details

Legacy ID
3107315379
Severity
None
Resolution
Open
Reproducibility
Always
Category
Scripting
Steps To Reproduce

Run the script below, make sure to remove all other weapons and items (even chemlights count as ammo). Just keep the primary weapon and 2 magazines.

Additional Information

_unit = _this;

while{alive _unit}do
{
if(!someAmmo _unit)then
{

		hint "No ammo!";
		sleep 1;

};
sleep 1;
};

Event Timeline

NeMeSiS edited Steps To Reproduce. (Show Details)Jul 9 2013, 3:32 PM
NeMeSiS edited Additional Information. (Show Details)
NeMeSiS set Category to Scripting.
NeMeSiS set Reproducibility to Always.
NeMeSiS set Severity to None.
NeMeSiS set Resolution to Open.
NeMeSiS set Legacy ID to 3107315379.May 7 2016, 3:23 PM
Bohemia added a subscriber: NeMeSiS.Jul 9 2013, 3:32 PM
MadDogX added a subscriber: MadDogX.May 7 2016, 3:23 PM

Mass closing ancient tickets with no activity for > 12 months; assume fixed or too trivial.

If this issue is still relevant in current dev build, please re-post.