PhilippRauch 0 Posted December 12, 2006 Hi, i want to reload my UH60 Miniguns, so addmagazine "2000Rnd_762x51_M134" works fine, BUT only for the Chiefgunners gun, the rightside gun wont get any magazines... how comes and how to change? Share this post Link to post Share on other sites
Big Dawg KS 6 Posted December 12, 2006 Wow, I completely overlooked that. You're right, the new multiple turret structure on vehicles might complicate using add/removeweapon/magazine. I don't think BIS thought of this either, if so they might have added some new commands... hmm, anyone have any ideas? Share this post Link to post Share on other sites
Millenium7 0 Posted December 13, 2006 try setAmmoCargo instead. Not sure if this will work and its probably not the best way but you could then use the addmagazine and removemagazine commands on the primary gunner. So if both shoot off 1 full belt of ammo and you only want to give the secondary gunner a new one just this setammocargo 1; this removemagazine "2000Rnd_762x51_M134" Share this post Link to post Share on other sites
Big Dawg KS 6 Posted December 13, 2006 try setAmmoCargo instead. Not sure if this will work and its probably not the best way but you could then use the addmagazine and removemagazine commands on the primary gunner. So if both shoot off 1 full belt of ammo and you only want to give the secondary gunner a new one justthis setammocargo 1; this removemagazine "2000Rnd_762x51_M134" This still doesn't replace the use of add/removeweapon/magazine, there are many examples where someone would have to add a new weapon or magazine to a specific turret, or remove one. Edit: Also, setAmmoCargo only sets the ammo stored in a vehicle that can rearm other vehicles (like an ammo truck), so no this wouldn't even work anyway. I really hope someone is able to find out how (if possible at all) to use these (and other) commands with this new turret system, and I'd also like to know how the turrets act, can they be specifically targetted for a command or only the vehicle itself? Share this post Link to post Share on other sites
MehMan 0 Posted December 14, 2006 This might help : http://community.bistudio.com/wiki/Armed_Assault:_Weapons Scroll down to the vehicles section. It could work. Share this post Link to post Share on other sites
Big Dawg KS 6 Posted December 14, 2006 This might help :http://community.bistudio.com/wiki/Armed_Assault:_Weapons Scroll down to the vehicles section. It could work. No, it doesn't help. While the turrets have different weapon classnames (my guess is they need it like that for the gatling animations to work independently), they share the same magazine. And still there is an apparent need to be able to target specific turrets when using the add/removeweapon/magazine commands. Share this post Link to post Share on other sites
MehMan 0 Posted December 14, 2006 Ah, oh well. Was just trying to be helpfull. Share this post Link to post Share on other sites
-SPA-LynxEye 0 Posted March 23, 2007 ? local (vehicle player) : (vehicle player) setVehicleAmmo 1 This will rearm your UH60MG to 100%, both weapons, so it means 2000 bullets per MG. Share this post Link to post Share on other sites
-SPA-LynxEye 0 Posted March 23, 2007 With that last line, you will not need addMagazines and that kind of commands. Why? As setVehicleAmmo is refilling only the actual magazine, as UH60MG has only one magazine per weapon... it will rearm the whole vehicle at the 'value' in a percentage way that you are setting. setVehicleAmmo can rearm from 0 ammo in weapons. Share this post Link to post Share on other sites
Big Dawg KS 6 Posted March 24, 2007 Still, it doesn't help when we want to add/remove new magazines and weapons. Share this post Link to post Share on other sites
-SPA-LynxEye 0 Posted March 24, 2007 In UH60MG you need not to add mags and/or weapons to refill that 2 x M134. setVehicleAmmo will do at 100% effective. Share this post Link to post Share on other sites
-SPA-LynxEye 0 Posted March 24, 2007 Maybe you want to say that sometimes you want more than 2000 bullets per gun in UH60MG? Share this post Link to post Share on other sites
Big Dawg KS 6 Posted March 25, 2007 LynxEye @ Mar. 23 2007,19:59)]Maybe you want to say that sometimes you want more than 2000 bullets per gun in UH60MG? I'm not talking about just this situation. In general addon makers often add and remove weapons and magazines from vehicles a lot. Not being able to do this with turrets can really hold them back. Share this post Link to post Share on other sites
frederf 0 Posted June 29, 2007 I'm trying to addMagazine to the 2nd gunner in the UH60MG, it's very frustrating! I'm trying to get something resembling a realistic loadout for a UH60MG with about 10,000 rnds per station. Setting the ammo externally (and universally) is not a practical solution because: 1. The ammo should be finite but reloadable. 2. The guns should be fully independent except with interchangeable mags. I've also discovered that the reaload time for the M134 is exceedingly short (less than 1 second) ... which is kinda wtf. Share this post Link to post Share on other sites
Rommel 2 Posted August 21, 2009 (edited) Huge 2 year bump. But I'm attempting to do this, and never found any fix, wanting to add M240 magazines to both turrets on the Vodnik; You can only change the rear gunners ammo/weapon, anyone else found a fix for this? edit: Uh crap... this is in the A1 section *facepalm* Sorry mods :P Edited August 21, 2009 by Rommel Share this post Link to post Share on other sites
W0lle 1052 Posted August 21, 2009 Huge 2 year bump.But I'm attempting to do this, and never found any fix, wanting to add M240 magazines to both turrets on the Vodnik; You can only change the rear gunners ammo/weapon, anyone else found a fix for this? edit: Uh crap... this is in the A1 section *facepalm* Sorry mods :P You should be banned for that. :p Share this post Link to post Share on other sites