Lord Nausea 0 Posted November 5, 2001 I need to know how many pipebombs a soldier has. I tried 'ap ammo "pipebomb"' but this always results in 0. Can anyone help? (Edited by Lord Nausea at 7:05 pm on Nov. 5, 2001) Share this post Link to post Share on other sites
luderick 0 Posted November 5, 2001 never see "pipe bomb" in this game? although the manul said there is.......... I think they mean "snatch charges" instead. If that is the case, it varies from different kind of soldiers, usually 4, civilian 3 and superisingly, machine gunner can take 6 if you throw away everything. Share this post Link to post Share on other sites
Damage Inc 0 Posted November 5, 2001 Satchel charges are called pipebombs in the editor. Share this post Link to post Share on other sites
Lord Nausea 0 Posted November 5, 2001 I don't want to know how many a person can carry but how many a person actually carries! Share this post Link to post Share on other sites
InqWiper 0 Posted November 5, 2001 Err...none...a soldier doesnt have any Satchel Charges/Pipebombs, only Black Op and Black Op (day) carries them and they carry 3. If U have satchel charges U can see it in the action menue ----> Put Satchel Charge (3 left) (or if U have 2 it will say 2...) Share this post Link to post Share on other sites
Lord Nausea 0 Posted November 5, 2001 Yes I know. Normally only BlackOps carry satchels. But I need always the actual number for a script I'm writing. I want to react to the number of satchels the person carries. Share this post Link to post Share on other sites
MotherRussiaAK74 0 Posted November 5, 2001 SpetzNatz as well carries them. Share this post Link to post Share on other sites
rgoff31 0 Posted November 8, 2001 I have been thinking that the satchel charges can be used as a pretty evil weapon. Arming one at the flags and setting it off when someone gets that flag. dimitri has the flag *click* Boom! Is there anyway to disarm Satchel Charges or Mines? Share this post Link to post Share on other sites
maodiver 0 Posted November 8, 2001 you're right...that would be pretty evil..... *me thinking -- "haha, got the flag, they never going to catch me!!!" BOOM. ROTFLMAO Share this post Link to post Share on other sites
Shirson 0 Posted November 9, 2001 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Quote: from Lord Nausea on 1:05 am on Nov. 6, 2001 I need to know how many pipebombs a soldier has. I tried 'ap ammo "pipebomb"' but this always results in 0. Can anyone help? <span id='postcolor'> Show wholly script, what u use. Share this post Link to post Share on other sites
Space Cadet 1 Posted November 9, 2001 the ammo command dosn't work because it is used to return the number of rounds currently loaded in a weapon. For a M16 it will return between 0 and 30 For a law either 0 or 1 etc as a pipebomb is not a weapon in this sense, it will always be zero, as a pipebomb has no ammo loaded. Hmm, guess I'm, not being very useful, telling you why it dosn't work, but i'm not sure how to do this myself. Sorry Share this post Link to post Share on other sites
Shirson 0 Posted November 9, 2001 unitName hasWeapon "PipeBomb" return ToF for unit. How get count of pipebombs i d'not know... yet. Share this post Link to post Share on other sites
Lord Nausea 0 Posted November 9, 2001 I used 'unit ammo "pipebomb"'. That returns 0 for a OFP-generated BlackOp. But if I remove his pipebombs and the pipebomb-"weapon" and add it again, I have two entries for the pipebombs in my actionmenu. If I add the ammo before the weapon 'unit ammo "pipebomb"' returns the 1 as I want it to be. Share this post Link to post Share on other sites
Space Cadet 1 Posted November 9, 2001 You could try something like this (this is untested, so probably full of errors :biggrin: ) _Unit = _this select 0 _Counter  = 0 BombCount  = 0 ;check if the unit has any bombs #CHECK ?(_Unit hasWeapon "PipeBomb" ) :Goto “REMOVE†goto “End†;remove a bomb and add one to bombcount #REMOVE _this removeweapon “PipeBomb†BombCount = BombCount + 1 goto “CHECK†;Add bombs again and exit script #END ?(_Counter = BombCount):goto “EXIT†_this addweapon “PipeBomb†_Counter = _Counter + 1 goto “END†#EXIT Exit what I'm trying to do is use see if the unit has any bombs, and if he does add one to BombCount, then remove a bomb.  Loop this until he has no more bombs, then BombCount will equal the number of bombs he had. I the add the apprapriate number of bombs back into his inventry. Like I said it is untested so you will probably need to tweak it. (Edited by Space Cadet at 6:56 pm on Nov. 9, 2001) Share this post Link to post Share on other sites