-SPA-LynxEye 0 Posted March 25, 2007 Hi again. First, i have to say that all my tests is done without further addons, only with the original ArmA 1.05 and scripting .sqs. We have to seperate (separate) which kind of weapon we can add to which kind of vehicle. HORNS All original horns (bike,sportcar,truckhorn and carhorn) can be added to all vehicles, but only will work in all wheeled vehicles. Motorcycles yes  Still not tested in brdm's, and strykers. BMP's, tanks, planes, choppers, not working. Resuming: at this moment, all cars, motorcycles, trucks, the tractor, UAZ's, Humvee's etc, will 'horn' with the 'horn' you choosing. MG's Still only testing M197, PKT. These weapons can be fired in most of , yeah! tractor too, and boats. NOT IN MOTORCYCLES. Only tested with driver/pilot seat, so you can't move the weapon, only fire it, just like you being the driver of a tank and choosing "Manual Fire". Those vehicles with originally weapons chassis (mechanic object of the weapon?) will fire this M197 like if originally intended to do that. So gunners will be able to move his 'old' weapon but firing the 'new' ammo. ROCKETS Still only tested FFARLauncher with 38RndFFAR, but only worked in those vehicles that at least there is one combat weapon inside. Yeps, The 5t Truck with MG can fire FFAR's, the Camel's too  and then, all original vehicles with combat weapons. And nope, not working in tractor (ooooooh), not in Trucks, and not in cars without weapons. Planes yes, choppers too (MH6 ready to combat!. In fact, when me tryed to fire a FFAR in a vehicle that has not originally combat weapons, ArmA.exe crashed. Maybe the script that im using (not originally for this experiments) has a certain % of fault. I'll do my best to reach a true truth about weapons in vehicles. Or at least, its limits. In those vehicles with original weapons, FFAR's will be launched as normal ammo in your normal weapon; example: - tanks: from the long 'tube' . Not as UH60 doing (pairs  switched). Gunners will be able to manage this weapon as normal ones. Planes will launch this stuff like if originally intended to do that. MISSILS Still only tested with Hellfires (AH1Z). Same behaviour as FFAR's. But try to shoot a Hellfire from a MH6, its explosively amazing, you seeing the Hellfire like being shot just from 1 meter or so in front of your head. I recommend to test this. In 5t Truck MG more or less is the same issue. Just starting to be shot so near in front of you. Smoke included, his original sound included. All vehicles with original weapons, will fire this Hellfire just like if normal ammo. Example: - LandRover with MG: from its weapon will be launched, not being launched from one of its sides. Planes will launch it from its launchers, like its original missils. Camels will fire it too  Missils in vehicles that originally had not weapons, when fired Hellfires, crashed me the ArmA.exe at the first fire (just when i pushed 'Fire' button). COMMON ISSUES You'll never notice that a vehicle has 'this added weapons' because it is not being 'painted' its mechanic. Only being added as 'mathematically possible'. So you only will notice that you have that weapons, because you will see it in the ArmA HUD, and with the crosshair, that is always a white point with a little black shadow (a bit of alpha channel too). So added MG's in vehicles where not originally MG's, you will not see the normal crosshair for MG's, only that white point. Same issue for FFAR's and Hellfires. Only the white point. When you adding Horns to 'allowable' vehicles that can handle it, probably you will have the first time to press the key "change weapon", (by default 'F' ). Not all vehicles with added Horns, is showing the name of the Horn in the top left of screen, as infantry weapons. When you adding combat weapons to vehicles that not originally intended to carry it... you will have to switch weapons first to use it. 2nd Gunners will not be able to fire this new weapons (still trying to change this situation). Commanders will not be able to fire this new weapons (still testing it). Just One Method to try Easy, as example: (vehicle player) addMagazine "blahblahblah" (vehicle player) addWeapon "blahblahblah" (vehicle player) action ["MANUALFIRE", vehicle player] Just dont use this 3 lines all the time avoid adding infinite weapons and causing strange issues in the ArmA HUD, because when you adding weapons, you are adding it in the order of the existing weapons. action "MANUALFIRE" must be handled with a lot of eyes avoid create interference issues between pilot/driver and gunner. To add a Horn, just quit the line to addMagazines, only you have to add the Horn as a weapon. Let the "MANUALFIRE" or it will not work. Not all vehicles having the original action in menu action "Manual Fire", so to make this experiments more 'reallistic' you have to filter which vehicles having originally this menu action added avoid this, if not, the driver/pilot and the gunner, can fire the same weapon (i did it as an experiment) in the same time. Just like the gunner is aiming and the driver/pilot is firing. But if the gunner wants to fire, he will fire too  I  this game. Ah, Wiki is saying that "MANUALFIRE" only will work with the driver, but i need to test it...  Resources: http://community.bistudio.com/wiki/ArmA:_Actions#MANUALFIRE And read the first places of this page for this reason: Quote[/b] ]<object> action [<type>]<object> action [<type>, <target>] <object> action [<type>, <target>, additional parameters] So the example shown by Wiki probably is failing with the new weapons in vehicles not intended to carry it. So just use the 2nd instance. Quote[/b] ]<object> action [<type>, <target>] Or try yourself the last one. I tried to fire infantry weapons as vehicle weapons, adding mags and weaps to vehicle, but not enough tested, still i can't fire those weapons in vehicles. Also tried flares and grenades, but still not working. JUST A DOUBT The new horn added still i can't test if other players hearing it. Me yes. If anyone can test it... IDEAS OR OTHER BEHAVIOURS If you adding a bomb (GBU) in a vehicle with AI as driver... ordering the driver 'Fire!'... just a new explosion remotely controlled. And a new air vehicle. GBU's only for vehicles with originally some combat weapon. If not, crashing ArmA.exe GBU's in MH6's is causing a weird issue, the bomb is being launched from inside cockpit, so it will damage the helo a lot,  but the bomb will explode into ground/water. This seems the same issue when you putting an Ammo Crate with setPos inside a vehicle and keeping updated as the vehicle moving, then, each time that ammo crate 'touching' the vehicle, is like the vehicle crashing against a wall (also making the vehicle reduce drastically his speed) and then damaging the vehicle and its crew. Maybe this issue is not an issue, just the reality of ArmA when 2 objects having mixed his boundary coordinates (2 objects crashing). Just tested by myself inside a vehicle, you can fire a GBU only in vehicles originally equiped with combat weapons. Well, you can add a GBU to a player, and can fire it, you will see how he is changing his weapon by an invisible one. When he is 'launching' the GBU, you will see the bomb being launched as if the player is a plane launching it. Imagine what is happening when the bomb reached the ground. Just a lesson about how to fly with a motor. Share this post Link to post Share on other sites