SilverRanger 11 Posted April 2, 2011 I'm having some trouble understanding why the magazines command returns an array that doesn't seem to function properly. I'm writing a small script that needs to count the number of a specific magazine, but the magazines array, while formated properly, doesn't seem to work I did a quick search in the forums but couldn't find any relevant posts so I wrote this script to test it _magazines = magazines player hint format ["%1",_magazines] _handgrenades = "handgrenade" count _magazines _string = format ["%1",_handgrenades] cuttext [_string,"plain down",1] ~1 ? "handgrenade" in _magazines : hint "player has handgrenades" the hint box correctly shows all magz the player holds, but the _string returns a 0 even though the player has handgrenades on him. in _magazines doesn't seem to work either am I doing something wrong? is there a workaround to this problem? Share this post Link to post Share on other sites
ProfTournesol 956 Posted April 2, 2011 Well, if you just wanna count and display the number of handgrenades, just try : _handgrenades = "handgrenade" count magazines player ~1 if (_hangrenades != 0) then {call format [{titletext ["player has %1 handgrenades","PLAIN"]}, _hangrenades]} exit If you prefer a hint, then : _handgrenades = "handgrenade" count magazines player ~1 if (_hangrenades != 0) then {hint format ["player has %1 handgrenades", _hangrenades]} exit Share this post Link to post Share on other sites
SilverRanger 11 Posted April 2, 2011 my problem is not how to display the result, but the result itself "handgrenade" count magazines player returns 0 Share this post Link to post Share on other sites
ProfTournesol 956 Posted April 2, 2011 Ha yes, of course, this works : {_x == "handgrenade"} count magazines player Share this post Link to post Share on other sites
SilverRanger 11 Posted April 2, 2011 you my friend are a god damn genius! :notworthy: it worked! :D however, I now have a more disturbing problem... when I throw all my handgrenades, the script still returns 1! oddly enough, it returns 0 if I just drop them :( _magazines = magazines player hint format ["%1",_magazines] _handgrenades = {_x == "handgrenade"} count _magazines _string = format ["%1",_handgrenades] cuttext [_string,"plain down",1] any thoughts? Share this post Link to post Share on other sites
faguss 65 Posted April 2, 2011 That's how magazines command work. Last mag stays in the array. You can combine it with player ammo "throw" but that will only work with CWC weapons. Share this post Link to post Share on other sites
SilverRanger 11 Posted April 2, 2011 I have already considered the ammo command, but it's not reliable for my purpose the "throw" weapon uses both handgrenades and smokeshells as mags so if you have 0 handgrenades and 1 smokeshell, the script will return 1 and 1, while "throw" ammo player will return 1. I need a way to tell if the given unit is carrying more handgrenades or more smokeshells. I already wrote a simple config to add two separate throw weapons (1 for grenades and 1 for smokeshells), but I now need to add more grenade types and I really don't want to be adding more throw weapons for each new type... Share this post Link to post Share on other sites
robertoHrvat 10 Posted April 18, 2011 I have one ammo command #magazines _magazines = magazines player _m16a2 = {_x == "M16"} count _magazines _string = format ["%1",_m16a2] cuttext [_string,"plain down",1] titletext [" you have M16 magazines","plain down",1] ~4.44 goto "magazines"; IMPORTANT!!! don't change nothing in this code, if you wanna use them! Share this post Link to post Share on other sites