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Correct. The reason is that those vehicles do not really have any ammo but rather an ammo supply value. We should probably look at some kind of solution for this. Maybe an hardcoded list of ammo in the config, that will scale based on the ammo supply remaining?
Fix#4565 - Function adds virtual ammo for rearm vehicles
Remove FUNC(secondaryExplosions) - which duplicatd detonateAmunition
Tweak timeBetweenAmmoDetonation calculation to use all ammo, not just
the current mag
Allow GVAR(enableAmmoCookoff) effect to work with GVAR(enable)=false
* Cookoff - add function to get ammo
Fix#4565 - Function adds virtual ammo for rearm vehicles
Remove FUNC(secondaryExplosions) - which duplicatd detonateAmunition
Tweak timeBetweenAmmoDetonation calculation to use all ammo, not just
the current mag
Allow GVAR(enableAmmoCookoff) effect to work with GVAR(enable)=false
* Fix header
* Cleanup getting ammo from turrets
Arma 3 Version:
1.64
stableCBA Version:
3.8.0
stableACE3 Version:
3.1.1
stableMods:
@CBA_A3
@ace
Description:
Steps to reproduce:
Where did the issue occur?
Placed Modules:
RPT log file:
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