celery 8 Posted December 23, 2010 I just thought I'd share this. :) Put this in the init field of the desired unit: this addEventHandler ["Fired",{[_this select 0,getNumber (configFile/"CfgAmmo"/(_this select 4)/"explosive")] spawn {if (_this select 1==1) then {sleep 0.75};_this select 0 setVehicleAmmo 1}}] And it will have unlimited ammo with no need to reload, no scripts or anything else required! Works on vehicles, too. There is a check for explosive ammo to limit the full auto spammage of rocket and grenade launchers, but the sleep time can be edited or deleted. :p Share this post Link to post Share on other sites
Bon 12 Posted December 23, 2010 this addEventHandler ["Fired",{(_this select 0) setVehicleAmmo 1}] Share this post Link to post Share on other sites
celery 8 Posted December 23, 2010 this addEventHandler ["Fired",{(_this select 0) setVehicleAmmo 1}] Yes, that is the simple version. The one in the first post is an all-purpose one that takes launchers into account. Share this post Link to post Share on other sites
Bon 12 Posted December 23, 2010 yes, sorry, i didnt get it first. so without the explosives ammo check people could use grenade launchers like gatling guns? never tried that before, must be pretty cool ^^ Share this post Link to post Share on other sites
concurssi 11 Posted December 23, 2010 lol that's so lame :D.... (oh my god it's so epic!) Share this post Link to post Share on other sites
hunterx777 10 Posted November 1, 2011 this addEventHandler ["Fired",{(_this select 0) setVehicleAmmo 1}] is there a way to put this on trigger for only active player (me) and not my other unit? i created a mission i don't want to put this script to every units cause i don't want them can use unlimited ammo when i'm not playing them so a trigger like radio call could be useful Share this post Link to post Share on other sites
riouken 15 Posted November 1, 2011 is there a way to put this on trigger for only active player (me) and not my other unit?i created a mission i don't want to put this script to every units cause i don't want them can use unlimited ammo when i'm not playing them so a trigger like radio call could be useful // This is used in the init of the unit in the mission. this addEventHandler ["Fired",{(_this select 0) setVehicleAmmo 1}]; // This is used to add the eventhandler at a later time. _unitname addEventHandler ["Fired",{(_this select 0) setVehicleAmmo 1}]; Share this post Link to post Share on other sites
twirly 11 Posted November 1, 2011 Thanks for sharing Celery...and Bon as well for his little snippet! Share this post Link to post Share on other sites
ZEBOV 1 Posted December 30, 2011 I just thought I'd share this. :)Put this in the init field of the desired unit: this addEventHandler ["Fired",{[_this select 0,getNumber (configFile/"CfgAmmo"/(_this select 4)/"explosive")] spawn {if (_this select 1==1) then {sleep 0.75};_this select 0 setVehicleAmmo 1}}] And it will have unlimited ammo with no need to reload, no scripts or anything else required! Works on vehicles, too. There is a check for explosive ammo to limit the full auto spammage of rocket and grenade launchers, but the sleep time can be edited or deleted. :p this addEventHandler ["Fired",{(_this select 0) setVehicleAmmo 1}] Why isn't this working for me? When I click on OK, another box appears with nothing but another OK button, and then I click on that, and I'm still on the menu to edit the unit. Share this post Link to post Share on other sites
stryker211 2 Posted July 2, 2012 I'm trying to get a vehicle to respawn with infinite ammo. I'm using http://www.armaholic.com/page.php?id=6080#comments Can't figure out how to get this addEventHandler ["Fired",{(_this select 0) setVehicleAmmo 1}] to stick in the vehicle init after it respawns. This is the full code I'm trying to use veh = [this, 1, "this addEventHandler [""Fired"",{(_this select 0) setVehicleAmmo 1}]"] execVM "vehicle.sqf" Share this post Link to post Share on other sites
twirly 11 Posted July 2, 2012 Hi mate... the instructions there say ... If you you want to set the INIT field of the respawned vehicle, first set all other values, then set INIT commands. Those must be inside quotations. Like this: veh = [this, 15, 10, 5, TRUE, FALSE, "this setDammage 0.5"] execVM "vehicle.sqf" So..I think you need to do exactly that.... fill out all the missing fields (in red) and it might work. Share this post Link to post Share on other sites
darthclide 1 Posted July 11, 2012 Hi mate... the instructions there say ...If you you want to set the INIT field of the respawned vehicle, first set all other values, then set INIT commands. Those must be inside quotations. Like this: veh = [this, 15, 10, 5, TRUE, FALSE, "this setDammage 0.5"] execVM "vehicle.sqf" So..I think you need to do exactly that.... fill out all the missing fields (in red) and it might work. The problem is that since he chose quotes to surround the object being passed, the "interpreter" or whatever you want to call it, screws up when it comes across the second quotation mark. I will highlight where I am talking about. veh = [this, 10, 120, 0, TRUE, FALSE, "this addEventHandler ["Fired",{[_this select 0,getNumber (configFile/"CfgAmmo"/(_this select 4)/"explosive")] spawn {if (_this select 1==1) then {sleep 0.75};_this select 0 setVehicleAmmo 1}}]"] execVM "vehicle.sqf"; The error I get says "missing ]" Any help would be appreciated. I am new to all this scripting, but would it be possible to concatenate that whole thing into a string variable, then would the following work? veh = [this, 10, 120, 0, TRUE, FALSE, "this addEventHandler [sTRING_VARIABLE]"] execVM "vehicle.sqf"; Share this post Link to post Share on other sites
f2k sel 164 Posted July 11, 2012 Quotes within quotes need to be double quotes eg "whatever ;hint ""example"";" or replace the internal quotes with ' eg "whatever ;hint 'example';" I prefer single as it's easier to read. veh = [this, 10, 120, 0, TRUE, FALSE, "this addEventHandler ['Fired',{[_this select 0,getNumber (configFile/'CfgAmmo'/(_this select 4)/'explosive')] spawn {if (_this select 1==1) then {sleep 0.75};_this select 0 setVehicleAmmo 1}}]"] execVM "vehicle.sqf"; Share this post Link to post Share on other sites
Mary 10 Posted December 13, 2014 how would i go about making a rocket launcher full auto from a debug in game on A3 cause i want to mess around with friends, i know this is the wrong place to post it however i cant make new threads and there is no related threads in A3 Share this post Link to post Share on other sites
Schatten 289 Posted December 13, 2014 Execute this code from debug console: (vehicle player) addEventHandler ["Fired", {_ammo = getNumber (configFile >> "CfgMagazines" >> (_this select 5) >> "count"); (_this select 0) setAmmo [_this select 1, _ammo]}]; Share this post Link to post Share on other sites