pcc 14 Posted November 15, 2020 I've tried using BIS_fnc_fire and fire command but both failed. Share this post Link to post Share on other sites
pierremgi 4850 Posted November 15, 2020 Seems to be normal. But you can hide the gunner. I don't know exactly what's your aim. Share this post Link to post Share on other sites
pcc 14 Posted November 15, 2020 I'm want vehicle turret to fire smoke grenades when locked by incoming missile, even if gunner is killed. Share this post Link to post Share on other sites
pierremgi 4850 Posted November 15, 2020 Clearer like this. You can't make a dead unit fire. Usually the smoke launcher is for commander, not gunner. You can add a scenic cheat like this: this addEventHandler ["IncomingMissile", { params ["_target", "_ammo", "_vehicle", "_instigator"]; _target allowDamage false; [_target, "SmokeLauncher"] call BIS_fnc_fire; _target spawn { params ["_target"]; sleep 10; _target allowDamage true; }; }]; That's for the principle. 3 Share this post Link to post Share on other sites
pcc 14 Posted November 16, 2020 How can I check if a vehicle's gunner or commander turret has smoke launcher before adding the event handler? I tried using if(((_veh weaponsTurret [0]) find {"SmokeLauncher"}) isEqualTo 1)then {_veh addEventHandler...}; but even vehicles with smoke launcher at gunner turret aren't getting the event handler. Share this post Link to post Share on other sites