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disco.modder

Add flares to aircraft

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Looking around for a method to add flares to an aircraft that doesnt have it. Have tried this addweapon "FlareLauncher"; this addmagazine "FlareLauncherMag"; to no avail. Any clues to how I can go about doing this?

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This particular command: this addweapon "FlareLauncher"; this addmagazine "FlareLauncherMag"; was from that thread but still didnt work. So I thought they might have different classnames now.

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Follow as follows:

  • You name the aircraft as harrier
  • write this into field Initialization:
    harrier addweapon "FlareLauncher"; harrier addmagazine "FlareLauncherMag";


Hmmm ... but do not shoot

Edited by [CSLA]LUKI
Changed content

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Follow as follows:

  • You name the aircraft as harrier
  • write this into field Initialization:
    harrier addweapon "FlareLauncher"; harrier addmagazine "FlareLauncherMag";


Hmmm ... but do not shoot

Indeed. Thus the question here...

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Gnat;2477757']Add the weapon "CMFlareLauncher"

Add the magazines "120Rnd_CMFlare_Chaff_Magazine"

...still no go.

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Seems unlikely

Something wrong your end?

The Aircraft?

Your game version?

Where are you placing the commands?

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Particularly using Aduke's HH60G now.

Placing the command in the units init field.

Game version is up to date (CO 1.62) + beta patch.

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Gnat;2478197']Meh! its got a turret already so cant add flares .... old bug.

http://forums.bistudio.com/showthread.php?157283

Only way would be to create a config PBO addon that creates a second version of the HH60G' date=' with flares, similar to;

[url']http://forums.bistudio.com/showthread.php?142291[/url]

well, no wonder...

But turret? Old bug?

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this works for adding functioning cm's to many aircraft that normally bug out during complex rearming scripts...

i use this little script in my rearm script as it works around the removeallweapons taking off the flarelauncher, BUT it won't likely work if you never had them in the first place, cos you cant add a weapon to a turret except the primary one. BUT try this and then select manual fire and press [Toggle CM] key and you may find it works

_vec = (vehicle player);

if ( (_vec isKindof "Helicopter") || (_type in EB_twoseaterplanes) ) then //take this bit out

{

if (_vec isKindof "Helicopter") then

{

_vec removeMagazine "LaserBatteries";

_vec addMagazine "LaserBatteries";

if(not ("LaserDesignator_mounted" in _weapons)) then {_vec addweapon "LaserDesignator_mounted"};

};

_vec addMagazineTurret ["120Rnd_CMFlare_Chaff_Magazine",[-1]];

_vec addweapon "CMFlareLauncher";

player selectWeapon "CMFlareLauncher";

_muzzles = getArray(configFile>>"cfgWeapons" >> "CMFlareLauncher" >> "muzzles");

player selectWeapon (_muzzles select 0);

};

i think it works because the pilot already had CM's or because he already had some kind of weapon on the aircraft beforehand

gnat's prolly right though - not possible.

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