Heavensrevenger 1 Posted January 13 I'm making interceptable Artillery rounds, however I can't attach a drone (that acts as the target for AA) to Cluster rounds / MLRS, i fixed MLRS by teleporting the drone to the round at all times. I was planning to do the same for the cluster, but since howitzers have multiple ammo types I need to find out if the round is a Cluster or not. this addEventHandler ["Fired", { params ["_unit","_weapon","_muzzle","_mode","_ammo","_magazine","_projectile","_vehicle"]; _drone = createVehicle ["B_UAV_02_F", [0,0,1000], [], 0]; _drone disableCollisionWith _unit; _drone attachTo [_projectile,[0,0,0]]; _drone setObjectTextureGlobal [_index, ""]; createVehicleCrew _drone; _drone disableAI "LIGHTS"; _drone disableCollisionWith _vehicle; _drone setVehicleAmmo 0; _drone setCollisionLight false; nul = [_drone, _projectile] spawn { params ["_drone","_projectile"]; if ( _projectile == "Cluster_155mm_AMOS" ) then { //this doesnt work while {alive _drone} do { _drone setpos getPosASL _projectile; _drone setVelocity velocity _projectile; sleep 0.001; }; }; waitUntil {sleep 0.001; !alive _drone}; _bomb = "SatchelCharge_Remote_Ammo_Scripted" createVehicle getPosASL _projectile; _bomb setDamage 1; deleteVehicle _projectile; deleteVehicle _drone; }; }]; I either need a way to check the projectiles Cfg class or a way to attach the drone to the artillery round Thank you in advance Edit: if ( getText (configOf _projectile / "vehicleClass") == "Cluster_155mm_AMOS" ) then { this doesn't work either Share this post Link to post Share on other sites
h4wek 41 Posted February 26 You should check by ( _projectile iskindof "Cluster_155mm_AMOS") anyway i make lot of experiments on this : https://steamcommunity.com/sharedfiles/filedetails/?id=2957393571 Share this post Link to post Share on other sites