Mokey II 5 Posted April 18, 2018 So on my server I run a script that allows players to access virtual arsenal before spawn. I have made/modified a script to limit the amount of ammo they can have after spawning. So currently, it removes all ammo for guns, then re-adds the ammo to their inventory. This is to stop outside loadouts from VA to be used without disabling loading of VA. So it limits magazine count. My issue is, I can't seem to figure out the same method for rockets and rockets only. Anyone point me in the right direction? private _var = player; Fn_Gear_CompatibleMagazines = { private _cls = configFile >> "CfgWeapons" >> _this; private _res = []; { _res pushBack (if (_x == "this") then {getArray(_cls >> "magazines")} else {getArray(_cls >> _x >> "magazines")}); } forEach getArray(_cls >> "muzzles"); _res }; { if (count _x > 0) then { while {count _x > 0} do { { if (count _x > 0) then { _var removeMagazine (_x select 0) } } foreach (_x call Fn_Gear_CompatibleMagazines) } } } forEach [primaryWeapon _var, secondaryWeapon _var, handgunWeapon _var]; { if (count _x > 0) then { { if (count _x > 0) then { _var addMagazines [(_x select 0), 2] } } foreach (_x call Fn_Gear_CompatibleMagazines) } } forEach [primaryWeapon _var, secondaryWeapon _var, handgunWeapon _var]; Share this post Link to post Share on other sites
Mokey II 5 Posted April 19, 2018 So I was thinking of something along the lines of this: private _var = player; _equippedRocket = [ "launch_RPG7_F", "launch_RPG32_F", "launch_RPG32_ghex_F", "launch_NLAW_F", "launch_MRAWS_green_rail_F", "launch_MRAWS_olive_rail_F", "launch_MRAWS_sand_rail_F", "launch_MRAWS_green_F", "launch_MRAWS_olive_F", "launch_MRAWS_sand_F", "launch_O_Vorona_brown_F", "launch_O_Vorona_green_F", "launch_Titan_short_F", "launch_O_Titan_short_F", "launch_I_Titan_short_F", "launch_B_Titan_short_tna_F", "launch_O_Titan_short_ghex_F", "launch_Titan_F", "launch_O_Titan_F", "launch_I_Titan_F", "launch_B_Titan_tna_F", "launch_O_Titan_ghex_F" ]; { _var selectWeapon _equippedRocket; if (currentWeapon _var == _equippedRocket) then { _var removeMagazine currentWeapon; _var addMagazine currentWeapon (_x select 0); } } given it doesn't work, I'm essentially swinging in the dark now. Share this post Link to post Share on other sites
HazJ 1289 Posted April 19, 2018 Uh. I think select weapon is for like selecting the GL on weapon. Try: addWeapon or addWeaponGlobal for MP. https://community.bistudio.com/wiki/addWeapon https://community.bistudio.com/wiki/addWeaponGlobal Share this post Link to post Share on other sites