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CarlGustaffa

Javelin team won't reload while AI.

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Hi

I'm trying to setup a Javelin team. Not sure how they are setup in real life, I'm going for a team leader with M203 for close quarter security, a rifleman as backup and bearer, and two Javelin specialists (AT role, as others won't fire Javelin when ordered).

However, when I'm commanding the team, I have to order the guys to the car, hit gear, and manually tell them to reload before they can fire. But the AI will never do this... at all...

I've tried an empty vehicle, a loaded vehicle, both with added Javelin ammo. I've tried ammo crates, and even dead guys with ammo... AI just won't issue any reload commands.

I even tried regular AT instead of Javelins, but same there.

This should be done quite automatically without the need for any scripting, i.e. within the FSM system. Anyone had any luck with getting an AT squad behaving like an AT squad?

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The vehicles at least had both ammo and weapon, not sure about the ammo crate.

But I've had similar problems creating an MG team; in a three man MG fireteam, one is ammobearer. But no way would the AI MG man ask this bearer for ammunition unless told (by me exclusively) to drop ammo to the ground. Only *then* would AI tell the AI MG man to go get some ammo here.

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i say if you want them to rearm, make script so that the unit dumps (eventhandler ["fired"] maybe) the weapon after he has used it.

This should help with rearming i think.

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I guess just about anything can be done with scripting. But I was hoping to avoid that. And I just feel that in a system like arma, it really shouldn't be necessary to script everything that should work by default; like MG or AT guys looking at team mates and nearby vehicles (at least if they're assigned to it) for ammunition.

When they're out of normal ammunition, they call out "out of ammo", and are told by the AI leader to rearm at a certain position. Dropped ammo works, but they just won't check vehicles and squadmates.

Rather than scripting, shouldn't this be fixed by updating the FSM files to include assigned vehicles and all other team mates, and call out "out of ammo" for Javelins?

Btw, in real life, is Javelin a one-shot system only, or can it actually be reloaded?

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Btw, in real life, is Javelin a one-shot system only, or can it actually be reloaded?

i think Javelins are reloadable in RL but in arma only humans can reload them sad_o.gif

Quote[/b] ]Rather than scripting, shouldn't this be fixed by updating the FSM files to include assigned vehicles and all other team mates, and call out "out of ammo" for Javelins?

I think this only works with the Primary weapons only, if ya didnt have a primary it would work for the secondary which would be your Javelin.

Quote[/b] ]When they're out of normal ammunition, they call out "out of ammo", and are told by the AI leader to rearm at a certain position. Dropped ammo works, but they just won't check vehicles and squadmates.

They do check vehicles and as for squad mates they only check the dead ones

trust me on this one a simple eventhandler is your answer, It just a simple line in the units init.

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Javelins are "reloadable". Each tube is one shot only, but you use the same targeting and guidance system.

You remove it from the used tube and attaches it to a new, and voila! Another Javelin.

That's how it is IRL at least icon_rolleyes.gif

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Yes, checked wiki. And ideed the Javelin is reloadeable, but the M136 AT4 seems not to be. I'll see if I can get anywhere with an eventhandler. Thanks.

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Bringing back this old topic as I'm getting nowhere with this Javelin stuff banghead.gif As far as I've figured out, AI will only rearm if told to do so, and that happens when they call out "Ammo Low". AI leader will then tell them to rearm at position.

Javelin guys carry a single tube, hence there will never be a rearm order, it goes straight to "out of ammo". Actually, it doesn't even do this for these guys.

I have tried using reveal to make sure all guys are aware of an ammo crate... No joy.

I have tried the action "REARM": unit action ["REARM", crate]... No joy.

I have no means of ordering a unit to drop his weapon, as far as I know. Someone know scripting methods to "have him drop it then pick it up again" trick?

As leader, you have the option of ordering this unit to rearm, except that he won't. If not leader, there is no way of scripting this order -- I mean the orders is not there as script functions, only when playing leader.

How on earth do other mission makers make AT units actually behave like AT units using Javelins? Really detailed help here would be appreciated.

goodnight.gif

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