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mad rabbit

Kegetys AGS-17 and DKM's Static TOW

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Does anyone know how to addMagazine/s or addWeapons (if required also?!) to Kegetys AGS-17 and DKM's Static TOW?

Now I know this seems like an obvious question, but I can't for the life of me figure out how to add extra magazines/rkts to these if they are pre-placed or CVed in game.

I am working on a CTI missions and have easily enough done this with heaps of other static defences e.g. FischKopp's Static MK.19 or VITAPC's ZU23 M1, but the standard commands (and a host of other combinations I've tried) don't seem to work.

I looked into the config.cpp for each of these 2 to try and decipher whats going on but I must admit addon production and their configs are a bit beyond me unless I am extracting the path to the picture for the in-game CTI menus or correct magazine names.

I believe I am using the correct names for the mags:

"KEGags17East" = vehicle and "KEGagsGrenade" = mag/weapon

"DKMM_TOW" = vehicle and "DKMM_TOWLauncher" = mag/weapon

but like I stated the standard commands don't work, try it for yourself. I assume this has something to do with the way they were constructed.

If someone has figured this out OR better yet the original (Kegetys or DKM) makers can help me with this that would be great!

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As I stated in my first post:

"I know this sounds like an obvious question"

But it isn't!

I have the readme for each and every addon I have (a must when your making a CTI).  I also have the damn thing de-compiled so I can have a look at the config.cpp as sometimes the readmes are wrong or do not contain the necessary information e.g. icon/paa picture file paths, animation commands to disable certain aspects of an addon (BAS choppers CAS support).

Now in regards to the DKM TOW, the magazine and weapon names are provided in the readme but you cannot add these the standard addWeapon/addMagazine way to the TOW Launcher.  Actually I have posted beacuse you cannot add magazines/TOWs at all.

The Kegs AGS-17 readme does not even contain the magazine/weapon names in the readme.  I had to find this out via a debug hint (did the same for the DKM TOW Launcher by the way).  And again you cannot addWeapon/addMagazine additional mags/ammo the std. way..

As I also stated in my previous/1st post, these are the only two addons I have ever come across where this is a problem.  Everything else (Fischkopps MK19, VITAPCs ZU23 M1) it is as simple as:

1) get magazine names from readme.

2)_obj addMagazine "magazineName"

NOW,

if you don't believe me then try and addMagazine(s) or addWeapon commands on these two addons and see for yourself that the magazine count does not increase/change regardless of current ammo amount (full, partial, empty). This has something to do with the way the addon was constructed as every other addon I've come across has one magazine string for every magazine when you check it's [magazines _obj] array.  However these two addons do not as I have stated in the DKM Forums with the link provided above.

e.g.

4xTOWs for DKM TOW Launcher yet

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">player globalChat Format ["TOWweaps = %1, TOWmags = %2, TOWammo = %3",weapons _StaticTOW, magazines _StaticTOW,_StaticTOW ammo "DKMM_TOWLauncher"]

returns

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">TOWweaps = ["DKMM_TOWLauncher"], TOWmags = ["DKMM_TOWLauncher"], TOWammo = 4

I hope this now clarifies the question and stops the "Try the search engine" or "Read the FAQ" responses.

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