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Antigoon

Mortar locked at start

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When I have two units that start with the "M252_US_Bag_EP1" and "Tripod_Bag" respectively, they can assemble the mortar just fine, however they can't enter it! It seems locked from entry?

Placing the M252 on the map, you also need to have it unlocked to be able to man and fire it. So I think it is locked by default.

Is there a way to unlock it and still have the units start the mission with the mortar dissassembled and on their backs? MP by the way.

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try pasting this in the init of the units using the mortars, it will wait until there are static weapons within 2 meter of the current unit and then unlock all that is locked (only within 2 meter of player.

and repeat as long as the unit is alive.

_null = this spawn {
while {alive _this} do {
	waitUntil {sleep 1; (count (nearestObjects [_this, ["StaticWeapon"], 2])) != 0};
	_list = nearestObjects [_this, ["StaticWeapon"], 2];
	{
		if (locked _x) then {_x lock false};
	} foreach _list;
	sleep 1;
};
};

PS: maybe you would be interested in this "cheat":

http://forums.bistudio.com/showthread.php?t=117867

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I finally figured out it wasn't that the mortar was locked, but it comes down to not having permission to enter it. I had it set up as a mortar team and once you switch to the guy ultimately in command of the team, he can get in fine!

Does anyone know if this is also the case in multiplayer? (with all units being players)

Edit: Tested, no problem in MP.

Edited by Antigoon

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