Törni 0 Posted April 14, 2007 Tried, but tank still shows full ammo load in TroopMon and shoots as normal under AI control. According to Wiki it should remove all ammo from the vehicle. Plus if one tries to play as gunner after weapons are "removed" you get only blue sky and sea. What's going on? Share this post Link to post Share on other sites
nephilim 0 Posted April 14, 2007 i think that belongs in the scripting thread. try removeweapon "weaponname" instead Share this post Link to post Share on other sites
Törni 0 Posted April 14, 2007 removeMagazines not working either. Has BIS actually defined weapons separately with different names and values on each vehicle? Aaaargh - tell me it is not so... EDIT: removeWeapon works, but not for the commander. His position must be a separate entity. How do I remove ammo from the commander's position also? Share this post Link to post Share on other sites
Jackal326 1182 Posted April 14, 2007 In the unit window (when you place the T72, try sliding the 'Ammo' Slider all the way to the left, as far as it will go. Share this post Link to post Share on other sites
Törni 0 Posted April 14, 2007 Nice I noticed that, but if I need to specify which weapons have ammo and which do not? Well guess I can then just add magazines. Anyways I got by putting the vehicle lock on and manning an empty tank with just two soldiers (driver and gunner). Would be nice to get an access to the commanders position also. It is obviously separate from the tank. Share this post Link to post Share on other sites
fasad 1 Posted April 14, 2007 Try the setVehicleAmmo command. Share this post Link to post Share on other sites
Törni 0 Posted April 14, 2007 But how to get an access to the commander's position/weapons? So that I do not need to delete him entirely from the tank? Share this post Link to post Share on other sites
fasad 1 Posted April 14, 2007 Try the setVehicleAmmo command Share this post Link to post Share on other sites
jpinard 10 Posted July 8, 2010 I'm hoping to get a bit more information on this topic. One thing I'm doing in a mission is removing all missiles and bombs from the aircraft so they're forced to rely on just guns/cannons. I was hoping removeallweapons would be a wildcard value removing everything, then I could just add whatever cannon the aircraft normally has back on (GAU for the A-10). But currently I have to: remove specificweapontype AND remove specificmagazinetype as well. Am I missing something - ie. should it be easier than this? Is there a way to get loadout information while in the editor screen so I don't have to look it up? Also - when I'm placing an ammo box. If I want it to hold only one hunting rifle - should "removeallweapons" work there, then I add the weapons I want it to have after that code? Thanks! :) Share this post Link to post Share on other sites