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THORFINN

How to add mortar rounds to an ammo box?

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I've tried adding 8Rnd_81mmHE_M252 and 8Rnd_81mmILLUM_M252 as magazines into a crate, but they don't appear.

I'd like to make a crate with 81mm rounds in it so a player can reload their mortar.

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I don't think that is possible. You may have to settle with adding the magazines directly to the mortar, so they are reloaded when the first magazine has been launched

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The vehicle ammo boxes, provided they are placed within a close radius of the static weapon, can be used to replenish the ammunition of a mortar. A side effect might be that the weapon is continuously replenishing ammunition, but this effect may be manipulated using the setAmmoCargo command.

Regards,

Sander

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Thanks, I may use the vehicle ammo boxes. One more question, I know that in ACE you can get mortar rounds from a box (the MagicBox with all the weapons/ammo in it), but I can't seem to find a classname for ACE mortar rounds anywhere. :0

JicPr.jpg

The ammobox in question, running ACE and ACEX.

Edited by THORFINN

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Without the necessity of addons, you can have an automated reloading (not realistic of course):

Assuming the mortar's name is "mortar1", place a trigger on the map with:

axis 0
repeated
timer 60 - 60 - 60
condition: (local mortar1) and (alive mortar1) and ((count (magazines mortar1) == 0))
code: {mortar1 addMagazine "ARTY_8Rnd_81mmHE_M252"} forEach [1,2,3];

This example will add three magazines to that mortar 60 seconds after it has no more ammo.

What mortar uses what ammo:

http://www.armatechsquad.com/ArmA2Class151656165165341654165165165165f/OA/Weapons/static/

Or you can add an action menu to the mortar when it is out of ammo:

Name the mortar mortar1

Put in its init-line:

0 = this addAction ["Reload","mortar.sqf",mortar1,1,true,true,"","( alive mortar1) and (count (magazines mortar1) == 0)"];

create a file mortar.sqf with that content:
_obj = _this select 3;
if (count (magazines _obj) > 0) then {exit};
{(_obj) addMagazine "ARTY_8Rnd_81mmHE_M252"} forEach [1];
exit;

Doesn't work for clients in multiplayer. Making things work properly in multiplayer can really be a pain in the ass in this

multiplayer game :-/

Might have to use a trigger with adding and removing the action.

Edited by RogueTrooper

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