Meow2345 0 Posted July 3, 2018 i am making a zeus mission and cant work out how to put skyfires on the hellcat i know its possible as its been done on koth if anyone could link an sqf or a way of making one myself would be great. you cant do it using eden editor with pylon settings at least i havent been able to. Share this post Link to post Share on other sites
HazJ 1289 Posted July 4, 2018 Use addWeaponTurret and/or addMagazineTurret. https://community.bistudio.com/wiki/addWeaponTurret https://community.bistudio.com/wiki/addMagazineTurret https://community.bistudio.com/wiki/Arma_3_CfgWeapons_Weapons https://community.bistudio.com/wiki/Arma_3_CfgMagazines https://community.bistudio.com/wiki/Arma_3_CfgWeapons_Vehicle_Weapons EDIT: There are also some new commands that came some patches ago. For pylons, etc... Not messed with them myself. @Grumpy Old Man 1 Share this post Link to post Share on other sites
Grumpy Old Man 3546 Posted July 4, 2018 7 hours ago, HazJ said: EDIT: There are also some new commands that came some patches ago. For pylons, etc... Not messed with them myself. @Grumpy Old Man It basically boils down to setPylonLoadout. You have to call it twice, once to remove the currently installed pylon weapon, then to add a new one. _veh = yourAircraft; _mag = yourPylonMagazine; _pylonNum = "pylon1";//named index of the pylon, check the vehicle config for this [_veh,[_pylonNum,"",true]] remoteexec ["setPylonLoadOut",0]; [_veh,[_pylonNum,_mag,true]] remoteexec ["setPylonLoadOut",0]; Could have been done more user friendly, seeing how the "dynamic" loadout can only be changed upon mission init without scripting, I doubt the devs intended to make this user friendly at all, heh. Cheers 1 Share this post Link to post Share on other sites
Sgt. Dennenboom 98 Posted July 4, 2018 GOM has the right idea with his script, but it could fail if used in multiplayer. There is no way to know which one of the two remoteExec's will be executed first on the receiving client. It could easily add the hellfire first, then remove it. A very simple way to avoid this would be to send over a script that does everything at once (highly unsecure though, write a function and send that over instead): _veh = yourAircraft; _mags = ["weapon1","weapon2"...,"weaponN"]; [ [_veh,_mags], { params ["_veh","_mags"]; { _veh setPylonLoadout [1+_forEachIndex,"",true]; // Numbers work too (uses 1-based indexing) _veh setPylonLoadout [1+_forEachIndex,_x,true]; } forEach _mags; } ] remoteExecCall ["call",_veh]; Be aware that setPylonLoadout needs to be executed where the turret that pylon currently belongs to is local. If you want to switch pylon control from pilot to gunner, you'll have to remove it where the []/[-1] turret is local, and add it where the [0] turret is local. This gets real confusing real quick. Share this post Link to post Share on other sites