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[RELEASE] Assistant Machinegunner and Assistant Anti-Tank

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Assistant Machinegunner and Assistant Anti-Tank

 

Description:

  • Allows the machinegunner (or anti-tank gunner) to request his group members for ammunition.
  • Addon version automatically detects units equipped with machine guns or AT launchers and initiates.

 

Features:

  • When gunners have less than two magazines, FSM activates.
  • Assistants will move to gunner with a low stance and "drop" magazine. Gunner will "pick it up".
  • Tested with VCOMAI, TCL and LAMBS 2.0.

 

Download:

 

Usage:

FSM (do not run on the assistants but on the gunners themselves):

  • Copy FSM file(s) to your mission root folder.
  • On automatic rifleman/machinegunner's init:
  • null=this execFSM "assistant_mg.fsm";
  • On anti-tank gunner's init:
  • null=this execFSM "assistant_at.fsm";

Addon:

  • Unzip to your mods folder
  • Addon required locally where AI is present
  • Requires CBA

 

Notes:

  • Unit must be armed when initializing the FSM.

 

Known issues:

  • (none)

 

License:

APL-SA.png

 

Credits:

  • Bohemia Interactive
  • BI Arma Forum Contributors

 

Thanks to:

  • Armaholic.com
  • Everyone supporting me @BI Forums.

 

Media:

 

 

Changelog:

Spoiler

v2.0.2 - Fixed: undefined variable.

                Fixed: assistant returns to position after rearm.

                Added: prioritize dedicated assistants (MG only).

 

v2.0.1 - Fixed: pass magazine directly to weapon slot when no inventory space available and weapon is empty.

              - Fixed: LAMBS variable reset to unit default instead of false.

 

v2.0.0 - Changed: full rewrite

              - Added: checking for free inventory space

 

v1.1.1 - Fixed: undefined variable _unit

              - Fixed: assistant would rearm gunner and gunner would rearm assistant loop

              - Added: variable check if assistant busy

              - Changed: assistants ammo count code

              - Changed: assistants with same weapons can rearm

 

v1.1.0 - Added: addon version

                Fixed: minor errors

 

v1.0.2 - Added: support for LAMBS 2.0.

 

v1.0.1 - Changed: Machinegunner minimum magazines is 1 on vest/backpack + 1 on gun, instead of 3 total (takes too much inventory space).

 

v1.0 - Public release

 

  • Like 12
  • Thanks 2

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20 hours ago, GEORGE FLOROS GR said:

This is a very nice idea !

Thank you very much RCA3 for another great script !  :thumbs-up:

Thank you again for the support, George, you're the best! 🤗

 

19 hours ago, genesis92x said:

Great script 🙂 Keep up the hard work

Thank you for the comment, Genesis, appreciate it. 👍

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This looks great. Its definitely needed to up the realism in game.

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10 hours ago, LSValmont said:

This should be in LAMBS by default! So much immersion!

😁 Thanks, @LSValmont. @nkenny already has a green light for that as you might know...

 

11 hours ago, SomethingSimple said:

Any plans of turning this into an addon instead of a misson script by chance?

No plans but I'll try to make one soon.

 

Cheers.

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Cool stuff! 

We're looking to add a post-battle assessment state in the FSM, which would be a perfect place to add something like this 🙂 But by itself it is pretty neat too. 
 

-k 

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Changelog:

v1.1.0 - Added: addon version

                Fixed: minor errors

 

- -

Addon only: Units with launchers will initiate assistant_AT, units with primary weapons which take 100 rounds or more initiate assistant_MG. Needs CBA.

Let me know if it bugs.

Cheers.

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Changelog:

v1.1.1 - Fixed: undefined variable _unit

              - Fixed: assistant would rearm gunner and gunner would rearm assistant loop

              - Added: variable check if assistant busy

              - Changed: assistants ammo count code

              - Changed: assistants with same weapons can rearm

- -

I rushed this in so it might break 😁.

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Changelog:

v2.0.0 - Changed: full rewrite

              - Added: checking for free inventory space

 

- -

Enjoy!

  • Like 3

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