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NPC_SetAmmo

warning

This function was added in omp v1.5.8.3079 and will not work in earlier versions!

Description​

Sets the ammunition count for an NPC's current weapon.

NameDescription
npcidThe ID of the NPC
ammoThe amount of ammunition to set

Returns​

Returns true if the ammo was set successfully, false otherwise.

Examples​

public OnPlayerCommandText(playerid, cmdtext[])
{
if (!strcmp(cmdtext, "/setammo ", true, 9))
{
new npcid = PlayerNPC[playerid];
if (npcid == INVALID_NPC_ID)
return SendClientMessage(playerid, 0xFF0000FF, "You are not debugging a NPC.");

if (!NPC_IsValid(npcid))
return SendClientMessage(playerid, 0xFF0000FF, "Invalid NPC.");

new ammo = strval(cmdtext[9]);
if (ammo < 0)
return SendClientMessage(playerid, 0xFF0000FF, "Ammo must be positive.");

NPC_SetAmmo(npcid, ammo);
SendClientMessage(playerid, 0x00FF00FF, "NPC %d ammo set to %d", npcid, ammo);

return 1;
}
return 0;
}

Notes​

  • Setting ammo to 0 makes the weapon unusable
  • Different weapons have different maximum ammo capacities
  • This sets total ammunition, not just the current clip

No specific callbacks are triggered by this function.