Randodom 10 Posted March 31, 2016 So yeah I like testing weapons, but I've never figured out how to have unlimited rockets for launchers or unlimited satchels. I've tried to google this many times too, but always it just leads to a script that gives unlimited ammo for "bullet weapons" (and vehicles), so now i'll ask here how to do it :) Having to constantly rearm something that has heavy rockets so that even one fills a carryall isnt so fun when I'm trying to test them. Share this post Link to post Share on other sites
sarogahtyp 1108 Posted March 31, 2016 You could use addEventHandler at init line for it. th9s addEventHandler ["fired", "_this select 0 setAmmo [currentWeapon _this select 0, 10];"]; ammo count of current magazin is set to 10 after each shot. not tested. this is not working for satchels, grenades and other thrown weapon. may work with vehicle weapons if EH is added to the vehicle. should work with any shootable infantry weapon which can be held by a man. Share this post Link to post Share on other sites
Randodom (DayZ) 0 Posted April 1, 2016 You could use addEventHandler at init line for it. th9s addEventHandler ["fired", "_this select 0 setAmmo [currentWeapon _this select 0, 10];"]; ammo count of current magazin is set to 10 after each shot. not tested. this is not working for satchels, grenades and other thrown weapon. may work with vehicle weapons if EH is added to the vehicle. should work with any shootable infantry weapon which can be held by a man. Well that gave an error, even after fixing the typo. Share this post Link to post Share on other sites
jshock 513 Posted April 1, 2016 You may still need a large backpack (so you will have the space to auto add them to your inventory), you'll need to fill in the class of the rocket magazine: this addEventHandler [ "Fired", { if ((_this select 5) == /*classname of rocket*/) then { player addMagazine /*classname of rocket*/; }; if ((_this select 5) == "SatchelCharge_Remote_Mag") then { player addMagazine "SatchelCharge_Remote_Mag"; }; } ]; If the satchels don't work with the fired EH, you can try them in a put EH. Share this post Link to post Share on other sites
Randodom (DayZ) 0 Posted April 4, 2016 You may still need a large backpack (so you will have the space to auto add them to your inventory), you'll need to fill in the class of the rocket magazine: this addEventHandler [ "Fired", { if ((_this select 5) == /*classname of rocket*/) then { player addMagazine /*classname of rocket*/; }; if ((_this select 5) == "SatchelCharge_Remote_Mag") then { player addMagazine "SatchelCharge_Remote_Mag"; }; } ]; If the satchels don't work with the fired EH, you can try them in a put EH. Cool this works :) What if I want to use multiple launchers? Now if I could just get rid of the reload animation :P but I guess thats not possible Share this post Link to post Share on other sites
jshock 513 Posted April 4, 2016 Just follow the structure given (copy/paste and change the classnames), it may be better if you end up using a lot of different launchers/other stuff, to put this all in a switch statement. Share this post Link to post Share on other sites