RCA3 593 Posted November 11, 2019 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: Google Drive 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: 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 12 2 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted November 11, 2019 This is a very nice idea ! Thank you very much RCA3 for another great script ! 1 Share this post Link to post Share on other sites
genesis92x 810 Posted November 11, 2019 Great script 🙂 Keep up the hard work 1 Share this post Link to post Share on other sites
RCA3 593 Posted November 12, 2019 20 hours ago, GEORGE FLOROS GR said: This is a very nice idea ! Thank you very much RCA3 for another great script ! 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. 👍 1 Share this post Link to post Share on other sites
dr@gon 118 Posted November 13, 2019 This looks great. Its definitely needed to up the realism in game. 1 Share this post Link to post Share on other sites
SomethingSimple 0 Posted April 16, 2020 Any plans of turning this into an addon instead of a misson script by chance? Share this post Link to post Share on other sites
LSValmont 789 Posted April 16, 2020 This should be in LAMBS by default! So much immersion! 1 Share this post Link to post Share on other sites
RCA3 593 Posted April 16, 2020 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. 1 Share this post Link to post Share on other sites
nkenny 1057 Posted April 16, 2020 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 1 Share this post Link to post Share on other sites
RCA3 593 Posted April 19, 2020 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. 1 Share this post Link to post Share on other sites
RCA3 593 Posted April 20, 2020 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 😁. 2 Share this post Link to post Share on other sites
RCA3 593 Posted April 22, 2020 Changelog: v2.0.0 - Changed: full rewrite - Added: checking for free inventory space - - Enjoy! 4 Share this post Link to post Share on other sites