EvilDutch 1 Posted July 4, 2014 (edited) He guys, So i want to have this artillery gun in my mission to fire 1 round every 30 seconds, now this gunner gets these epileptic attacks every time he shoots. He moves cannon drops after he fired and then rescan the target every time. Now, i found out that he doesn't do that if the commander is in the vehicle as well but that gives me a harder time to let players getting close to plant a explosive charge since the commander instantly kills you if you get to close or in his range. So, is there any way to stop making these guns swing after a shot or commanders kill the player so they plant a explosive charge?. This is what i have so far. *Update: Scratch last, i resolved the issues with the code below. Hope it helps others with the same issue, this is a sort of work around :) Cheers!. _arty = _this select 0; _target = _this select 1; while {alive _arty} do { enableEngineArtillery false; _arty setVehicleAmmo 0; _arty setFuel 0; _arty addMagazine ["32Rnd_155mm_Mo_shells", 10000]; sleep 1; gunner _arty doWatch [markerpos _target select 0, markerpos _target select 1, 9500]; sleep 1; gunner _arty commandArtilleryFire [getMarkerpos _target, currentMagazine _arty, 1]; sleep 15; // Delay between shots. }; Edited July 4, 2014 by EvilDutch Found a solution Share this post Link to post Share on other sites
barbolani 198 Posted July 4, 2014 workaround: disableAI "TARGET" and "AUTOTARGET" on the commander... Share this post Link to post Share on other sites
EvilDutch 1 Posted July 4, 2014 workaround: disableAI "TARGET" and "AUTOTARGET" on the commander... I tried that, but he ignored that.. So, i done some ammo magics :D (Code above). Share this post Link to post Share on other sites