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.
Description
Description
Details
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
Comment Actions
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.