--- a/LuaAPI.wiki Thu Sep 21 00:53:53 2017 +0100
+++ b/LuaAPI.wiki Thu Sep 21 00:57:30 2017 +0100
@@ -390,14 +390,14 @@
Spawns a health crate at the specified position. If `x` and `y` are set to 0, the crate will spawn on a random position (but always on land). Set `health` for the initial health contained in the health crate. If not set, the default health (`HealthCaseAmount`) is used.
=== <tt>!SpawnAmmoCrate(x, y, ammoType [, amount])</tt> ===
-Spawns an ammo crate at the specified position with content of ammoType (see [AmmoTypes Ammo Types]). If `ammoType` is set to `amNothing`, a random weapon (out of the available weapons from the weapon scheme) will be selected. If `x` and `y` are set to 0, the crate will spawn on a random position (but always on land). The `amount` parameter specifies the amount of ammo contained in the crate. If `amount` is `nil` or `0`, the value set by `SetAmmo` is used. If `SetAmmo` has not been used for this ammo type, an ammo-type-dependent default value is used. If ´amount` is equal to or greater than `100` or greater, the amount is infinite.
+Spawns an ammo crate at the specified position with content of ammoType (see [AmmoTypes Ammo Types]). If `ammoType` is set to `amNothing`, a random weapon (out of the available weapons from the weapon scheme) will be selected. If `x` and `y` are set to 0, the crate will spawn on a random position (but always on land). The `amount` parameter specifies the amount of ammo contained in the crate. If `amount` is `nil` or `0`, the value set by `SetAmmo` is used, or if `SetAmmo` has not been used, it falls back to the weapon scheme's value. If ´amount` is equal to or greater than `100` or greater, the amount is infinite.
Note that in Lua missions, the default number of ammo in crates is 0, so it has to be set to at least 1 with `SetAmmo` first, see the example:
Example:
-<code language="lua"> SetAmmo(amGrenade, 0, 0, 0, 1) -- see below
- SpawnAmmoCrate(0, 0, amGrenade) -- x=y=0 means random position on map</code>
+<code language="lua"> SetAmmo(amGrenade, 0, 0, 0, 1) -- grenade ammo crates now contain 1 grenade each
+ SpawnAmmoCrate(0, 0, amGrenade) -- spawn grenade ammo crate at random position</code>
=== <tt>!SpawnUtilityCrate(x, y, ammoType [, amount])</tt> ===
Spawns an utility crate with some ammo at the specified position. The function behaves almost like `SpawnAmmoCrate`, the differences are 1) the crate looks different and 2) if `ammoType` is set to `amNothing`, a random utility out of the set of available utilities from the weapon scheme is chosen as content.