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RELOAD

Reloads the weapon in the Actor’s main hand from ammunition in inventory. Accepts an optional item ID to select a specific ammo source. Without an argument, the weapon reloads from the same ammunition type already loaded.

/reload
/reload [ammo]
ArgumentRequiredDescription
ammoNoThe inventory local ID of the ammunition to load (e.g., I3)

Autocomplete suggests compatible ammunition in the Actor’s inventory.

The weapon draws ammunition from a single inventory stack until that stack is exhausted. If the magazine is not yet full, loading continues from the next stack of the same ammunition type. This repeats until the magazine is full or all compatible stacks are consumed. A partially loaded magazine remains in that state — no ammunition is wasted.

If the magazine already contains ammunition and the Actor issues /reload without an argument, the weapon loads more of the same type from inventory. If no stacks of the current type remain, the reload fails with an error identifying what was searched for.

If the Actor specifies an ammo source that differs from what is currently loaded, the weapon ejects the seated rounds before loading the new type. Ejected ammunition returns to inventory and merges with an existing stack of the same type. A weapon cannot hold a mixed load — only one ammunition type at a time.

When the magazine is empty and inventory contains only one compatible ammunition type, /reload loads it without requiring an argument. When multiple compatible types are available, the Actor must specify which to load — the command fails with an error listing the available options.

Reload with the same ammunition type already loaded:

/reload

Reload with a specific ammunition source:

/reload I3

Switch to a different ammunition type (ejects current rounds first):

/reload I5
  • The weapon must be equipped in the main hand. If nothing is equipped, the command fails.
  • The weapon must accept ammunition. Melee weapons and weapons without a magazine cannot be reloaded.
  • Reloading a weapon that is already full produces an error.
  • When ejected rounds merge back into inventory, they join an existing stack of the same type. If no matching stack exists, a new stack is created.
  • This command appears when the Actor has an equipped weapon that accepts ammunition.
  • equip — draw a weapon from inventory
  • attack — engage a target with the AI combat planner
  • strike — manually attack with a specific weapon