Victim9l3 11 Posted May 26, 2014 I know that getting different loadouts on aircraft and having them put in the right place can be complicated so I'm trying to find a way around that. Mainly for the Opfor neo jet. It's worthless in air to air combat. It has 2 AA missles. The first one gets wasted when target fires flares so the second is the only one that hits. What about the 3 other enemy jets in the air? This is what makes me question bi's thinking process. Why make 2 buzzards but not 2 Neo or 2 Wipeouts? There is no AA to fight the Buzzard. I think the thinking process is like I keep saying. Why make a complete game when the community will do it for you for free. That's a different issue. So I'm thinking that maybe after the 2 AA missles get fired from the Neo, they can automatically reload once or twice. That way I can use a code to remove bombs, or leave them on for looks. Then I can add missles to replace the ones fired so that a Neo or Wipeout can be useful in AA missions without all the mess of replacing the visible loadouts. And for those that say to use the loadout addons from the community, I can't man every single jet in the air. I need AI to be able to have the illusion of 4 or 6 missles. Thanks for any help. Share this post Link to post Share on other sites
SavageCDN 231 Posted May 26, 2014 You can add additional AA missiles to an existing unit (put in init field in editor) this addMagazineTurret ["missiles_classname",[0]]; [0] is the path to the vehicle turret.. not sure exactly how it works for planes as I've only really used this on ground vehicles. Check here for classnames: https://community.bistudio.com/wiki/Arma_3_CfgWeapons_Vehicle_Weapons https://community.bistudio.com/wiki/addMagazineTurret Share this post Link to post Share on other sites