primarine 2 Posted May 15, 2017 Hello. I'm trying to create simple mission. I placed 2S9 Sochor that should attack distant area until you destroy it. I used 2 scripts: mortarName commandArtilleryFire [markerpos "MortarMarker", getArtilleryAmmo [mortarName] select 0,500000]; this one to Sochor fire 500000 rounds which means it should fire for a while. "this addeventhandler ["fired", {(_this select 0) setvehicleammo 1}]"; this one to Sochor have infinite ammo to be able to fire 500000 rounds from previous script. Unfortunately Sochor fires only for 30 mins or so and than it stops. Any ideas what is wrong and how to make Sochor fire for more than couple of hours? Thank you. Share this post Link to post Share on other sites
pierremgi 4738 Posted May 15, 2017 Not sure but , possible hidden limitation on commandArtlleryFire? Or increasing workload during the scenario? I experienced some delays for artillery fire with a great number of running scripts. 3ms limitation for script completion or something like that. I'd tried to spawn this code anyway: mortarName spawn { this commandArtilleryFire [markerpos "MortarMarker", getArtilleryAmmo [_this] select 0,500000]}; good luck for 2hr tests! 1 Share this post Link to post Share on other sites
f2k sel 164 Posted May 15, 2017 I tried the EVH and used the Waypoint Fire Mission and it runs for over 2hrs without issues. Make sure you place it in the Vehicle init and not a crew member or group init 1 Share this post Link to post Share on other sites