usmcrp 0 Posted May 5, 2007 Hey Guys, We need some help, our great scripter has been activated and is going off to the sand box for awhile, we are at a loss in trying to figure this out. So, here is the situation. 1) the munitions bay opens, then the munitions can be accessed. Thus a script needed to make this all happen. Here it is. _vehicle = _this select 0 _vehicle say "BayOpen" _vehicle animate ["bay_ind",1] _vehicle animate ["M_BayL",1] _vehicle animate ["M_BayR",1] _vehicle animate ["M_BayLa",1] _vehicle animate ["M_BayRa",1] ? "\ca\air\AIM9XSidewinder" in (magazines _vehicle) : _vehicle addweapon "\ca\air\AIM9XSidewinder" ? "\ca\a10\AGM65" in (magazines _vehicle) : _vehicle addweapon "\ca\a10\AGM65" ? "\ca\air\AGM114Hellfire" in (magazines _vehicle) : _vehicle addweapon "\ca\air\AGM114Hellfire" ? "\ca\air\gbu12" in (magazines _vehicle) : _vehicle addweapon "\ca\air\GAU12" (driver _vehicle) selectweapon "\ca\air\AIM9XSidewinder" (driver _vehicle) selectweapon "\ca\a10\AGM65" (driver _vehicle) selectweapon "\ca\air\AGM114Hellfire" (driver _vehicle) selectweapon "\ca\air\gbu12" [_vehicle,""] exec "\F35B\scripts\F35_Fired.sqs" ;FINISH goto "Exit" #Exit exit That opens the munitions bay and this script let's you access the munitions. _plane1 = _this select 0 _current = _this select 1 _weapon1 = "\ca\air\AIM9XSidewinder" _weapon2 = "\ca\a10\AGM65" _weapon3 = "\ca\air\AGM114Hellfire" _weapon4 = "\ca\air\gbu12" _col = [0,0,0,0.4] _col2 = [0.7,0.7,0.7,0.5] _col3 = [0.75,0.75,0.75,0.7] ? _current == _weapon1: goto "MissileFired" ? _current == _weapon2: goto "MiniGunFired" ? _current == _weapon3: goto "MissileFired" ? _current == _weapon4: goto "MissileFired" ? _current == _weapon5: goto "MissileFired" exit ;========================================= ;Sidewinder Launched ;========================================= #MissileFired _pos = [1,-1,-0.2] _x = sin(getdir _plane1) _y = cos(getdir _plane1) drop ["cl_basic", "", "Billboard", 1, 3, [(_pos select 0) - 0.1*_x, (_pos select 1) - 0.1*_y, _pos select 2], [0,-1,-0.5], 1, 1, 0.80, 0, [0.5,6],[_col],[0],0.1,0.1,"","",_plane1] drop ["cl_basic", "", "Billboard", 1, 3, [(_pos select 0) - 2 * _x, (_pos select 1) - 2 * _y, _pos select 2], [0,-1,-0.53], 1, 1, 0.80, 0, [2,6],[_col],[0],0.1,0.1,"","",_plane1] drop ["cl_basic", "", "Billboard", 1, 5, [(_pos select 0) - 4 * _x, (_pos select 1) - 4 * _y, _pos select 2],[0,-1,-0.55], 1, 1, 0.80, 0, [2.5,10],[_col],[0],0.1,0.1,"","",_plane1] drop ["cl_basic", "", "Billboard", 1, 5, [(_pos select 0) - 6 * _x, (_pos select 1) - 6 * _y, _pos select 2],[0,-1,-0.55], 1, 1, 0.80, 0, [3,10],[_col],[0],0.1,0.1,"","",_plane1] ;========================================= ;M61 Launched ;========================================= #MiniGunFired _z = (velocity _plane1 select 2) -5.5 drop ["\F35B\casing.p3d", "", "Billboard", 1, 3, [0,3,-1], [0,0,_z], 1, 1, 0.50, 0.01, [0.1,0.1],[_col2],[0],0.1,0.1,"","",_plane1] exit Well we can't seem to get it to work without our god scripter so any help is much appreciated. S/F USMCRP and team. Share this post Link to post Share on other sites
Big Dawg KS 6 Posted May 7, 2007 Your weapon classnames are incorrect, they should not include file paths (since they are not files). The correct classnames for the default weapons in the game can be found here. The dropped particle shapes also need to be changed because they are not in the same directory as they were in OFP. Look for them here. It might also be a good idea to look into a new scripter who's familiar with SQF, I can see a lot of places those scripts can be optimized using the superior SQF format. Share this post Link to post Share on other sites