---
name: "getRepairCargo"
type: command
status: ok
groups: ["Vehicle Inventory"]
arma3_since: "0.56"
locality: {"argument": "global", "effect": null, "server_exec": false}
source: https://community.bistudio.com/wiki/getRepairCargo
revid: 364120
updated: 2024-05-04T22:07:42Z
---

# getRepairCargo

*Command · Vehicle Inventory · Arma 3 v0.56*

Locality: arguments **global**

## Description

Returns the amount (1 is full) of repair resources in the cargo space of a repair vehicle. 

> [!NOTE]
> Since Arma 3 v1.96 the return value for vehicles that are not configured to have ability to repair other vehicles is -1. (Prior to that the value was negative infinity)

## Syntax

```sqf
getRepairCargo vehicle
```

**Parameters:**

- `vehicle`: [Object](../topics/Object.md)

**Returns:** [Number](../topics/Number.md) - repair cargo value, -1 if repair cargo is not supported, 0 if the vehicle is \![alive](../commands/alive.md) or [isNull](../commands/isNull.md)

## Examples

### Example 1

```sqf
value = getRepairCargo vehicleName;
```

## See also

[setRepairCargo](../commands/setRepairCargo.md) · [getAmmoCargo](../commands/getAmmoCargo.md) · [getFuelCargo](../commands/getFuelCargo.md)

## Community notes

**DreadedEntity** — 2022-04-24

The repair cargo does actually reduce when a repair truck repairs something, however, the default cargo amount of 1 is so high it is functionally infinite. It's inconceivable that you would drain the pool. You would need to [set the cargo](../commands/setVehicleCargo.md) to 10^-5 or 10^-6 (0.000001 or 0.0000001) before it is low enough to "realistically" run out given how physically large the storage pods on the trucks are

<sub>Source: [BI Community Wiki — getRepairCargo](https://community.bistudio.com/wiki/getRepairCargo) (revision 364120).</sub>
