RN Malboeuf 12 Posted January 20, 2007 EventHandler "fire" works fine for both firepositions  (i mean t72 or RHIB2Turret for ex.),  but if you try <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">player sidechat format ["weapons %1",weapons tank] only {D81, PKT} is returned for t72. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">tank fire "DSHKM" do not works Am I missing smth ? How to get full list of weapons available via script? And  how to force AI to fire secondary weapon (DSHKM in t72 or back turret in RHIB2Turret) ? Share this post Link to post Share on other sites
Cloughy 0 Posted January 20, 2007 List of weapons mate. http://community.bistudio.com/wiki/ArmA:_Weapons Cheers GC Share this post Link to post Share on other sites
RN Malboeuf 12 Posted January 20, 2007 I can get any weapon name I like via config files that's not the problem. The problem is - fire command do not works with weapons in the secondary turrets. Share this post Link to post Share on other sites
Cloughy 0 Posted January 31, 2007 How to get full list of weapons available ? Just answering a question. Share this post Link to post Share on other sites
johnnyboy 3789 Posted January 31, 2007 Maybe you need to command the unit manning that particular turret to fire (using dotarget/dofire or commandTarget/commandFire commands). Although I hear there is a problem finding the gunner of a vehicle with multiple gunner positions, so it might be difficult to know who to give this order to. Share this post Link to post Share on other sites
strango 5 Posted January 31, 2007 I'm having a similar issue using the fire command to get AI to throw a smoke shell. I'm guessing the fire command still needs some tweaks. Share this post Link to post Share on other sites
RN Malboeuf 12 Posted January 31, 2007 Fire command works - it's a fact. the problem is only with the secondary turrets. Share this post Link to post Share on other sites
johnnyboy 3789 Posted January 31, 2007 Ok, I just tried this and it worked for me (if I understand correctly what you are trying to do). My simple test went as follows, in editor: 1. Placed a civilian bus named "bus". 2. Placed an AI T72 named "t72". 3. Placed an Opfor unit to be player to observe the test. 4. In an OPFOR present tigger I placed this code: commander t72 dotarget bus; commander t72 dofire bus; 5. Put a waypoint on t72 so it moved into trigger area and fired the trigger. When trigger fired, the T72 fired the MG on the bus. It did not fire the cannon. In the T72, the Commander fires the MG, and the Gunner fires the Cannon. Hope that helps. Share this post Link to post Share on other sites
Big Dawg KS 6 Posted January 31, 2007 This is something that I already discussed concern about, and nobody had an answer. At the moment it looks like there's no way of targetting specific turrets with the weapon related commands, and BIS mustn't have considered this either since we don't have any commands for dealing with it. It might mike things a bit hard. Share this post Link to post Share on other sites