ManDay 0 Posted June 16, 2007 2, Question. Of course there is a workarround with vector calculations but I hope that the engine offers a way to assign a target to a spawned rocket directly. actually im pretty sure that there has to be such a thing. I dont know how thats why im asking. some ideas: in OFP there has been a "WeaponHolder"-endity which was able to represent a certain weapon when spawned. if you find such a thing in arma then you may create the WH as substituion for a real unit, add the weapon (like AT) and a mag. then you make the WH entity target something and fire the at. or you may spawn the weapon itsselft (without any visual representation) and shoot it. any ideas? Share this post Link to post Share on other sites
ManDay 0 Posted June 16, 2007 Regarding the weaponholder thing: I found out that it is the same in ArmA with this short script I wrote. Usage: Drop your weapons and run the script and enter the idea of the dropped weapon: onActivation: radio Alpha <span style='font-size:7pt;line-height:100%'>void_analyze ={ _obj_test = position player nearestObject( call( compile( ctrlText 1 ) ) ); hint format[ "Object Type: %1\nObject Weapons: %2\n",typeOf _obj_test,weapons _obj_test ]; }; hint format[ "%1",position player nearObjects 2 ]; _dlg_test = createDialog "DIAG_testDiag";</span> description.ext <span style='font-size:7pt;line-height:100%'>http://paste-it.net/2575</span> The returned Type is "WeaponHolder" but "weapons" returns []. So?! at least the weaponholder story works now. I made some place where I can get A CarHorn, a stingerlauncher and a at5 from Share this post Link to post Share on other sites
tj72 0 Posted June 16, 2007 So this vectoring idea works ok? I was thinking of this idea where we have a special vehicle that can fire the weapon like a hellfire and retain all the built in functionality. But the unit would be an invisible and silent vehicle that could spawn in and lock on to target through script and then fire/deletevehicle out. This would have ben used for a distant heli or UAV supporting infantry on the ground and would never be seen during the mission. I dont know how to make Addons though and Im not sure if that was ever made in OFP or not..... Share this post Link to post Share on other sites
ManDay 0 Posted June 16, 2007 it should be makeable without addons Share this post Link to post Share on other sites
mr.peanut 1 Posted June 16, 2007 Use MandoMissile at OFPEC. Problem solved. Share this post Link to post Share on other sites
ManDay 0 Posted June 17, 2007 Use MandoMissile at <a href="www.ofpec.com" target="_blank">OFPEC</a>. Problem solved. Read what I wrote. Problem not solved. Quote[/b] ]Of course there is a workarround with vector calculations but I hope that the engine offers a way Share this post Link to post Share on other sites