disableSerialization; call gear_ui_init; local _quiver = "12Rnd_Quiver_Wood"; // quiver class local _arrow = "1Rnd_Arrow_Wood"; // arrow class local _arrows = {_x == _arrow} count magazines player; // qty of single arrows local _control = uiNamespace getVariable 'uiControl'; // get item slot local _qtyArrows = gearSlotAmmoCount _control; // ammo count of selected quiver local _qtyFreeSlots = 12 - _qtyArrows; // ammo count remaining if (_qtyFreeSlots > 0) then { // quiver is not full if (_arrows == 0) exitWith { // player has no single arrows localize "str_quiver_notenougharrows" call dayz_rollingMessages; // You do not have enough arrows. }; local _qty_arrows2add = _qtyFreeSlots min _arrows; // max qty of arrows that can be added local _dialog = findDisplay 106; // gear panel local _qArray = []; // quiver ammo count array for "_i" from 109 to 120 do { // loop through all primary magazine slots local _control = _dialog displayCtrl _i; // get magazine slot local _mag = gearSlotData _control; // get magazine name if (_mag == _quiver) then { _qArray set [count _qArray, gearSlotAmmoCount _control]; // record ammo count of all quivers }; }; { if (_x == _qtyArrows) exitWith { _qArray set [_forEachIndex, _qtyArrows + _qty_arrows2add]; // top up ammo count for the appropriate quiver }; } forEach _qArray; player removeMagazines _quiver; // remove all quivers for "_x" from 1 to _qty_arrows2add do { player removeMagazine _arrow; // clear out single arrows }; { player addMagazine [_quiver, _x]; // recreate all quivers } forEach _qArray; reload player; format [localize "str_quiver_addarrows", _qty_arrows2add] call dayz_rollingMessages; // You have added %1 arrows to the quiver. } else { localize "str_quiver_full" call dayz_rollingMessages; // The quiver is full. };