buliwyf 4 Posted January 27, 2008 Hi guys.. ..does anyone knows how to set the ammunition of a commander gun like a M1Abrams has to full state. If i shoot out all the ammo and reload at an AmmoTruck, the commander will get only one magazine, but normally he has two magazines. Is it possible to manage this with a script? Share this post Link to post Share on other sites
HulkingUnicorn 0 Posted January 30, 2008 Short answer: Yes Longer answer: To do it the simple way, give the commander an action which gives the tank an extra m2 magazine if there's only 1 when the tank is near an ammo truck. You could also try doing it with a looping script or trigger somehow. Share this post Link to post Share on other sites
buliwyf 4 Posted January 30, 2008 Adding an extra M2 magazine to the vehicle is not the solution... or do i misunderstood?! Share this post Link to post Share on other sites
HulkingUnicorn 0 Posted January 30, 2008 Start of mission - 2 mags in tank. After firefight - a half mag in tank. After rearm - 1 mag in tank. After added mag through script - 2 mags in tank. Share this post Link to post Share on other sites
buliwyf 4 Posted January 30, 2008 Is it possible that you are speaking of singleplayer modus? I tested it only in multiplayer. And there it doesn`t work: Example: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">nameOfmyTank addMagazine "100Rnd_127x99_M2" Share this post Link to post Share on other sites
HulkingUnicorn 0 Posted January 30, 2008 According to the wiki the effects of the command is global, so it shouldn't be a problem. Does it still not work with: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">nameOfmyTank setVehicleInit ' Â nameOfmyTank addMagazine "100Rnd_127x99_M2"; '; processInitCommands; Share this post Link to post Share on other sites
HulkingUnicorn 0 Posted January 30, 2008 Did you name your tank correctly? How and when do you run the addmagazine command? Share this post Link to post Share on other sites
buliwyf 4 Posted January 30, 2008 I build maps since OFP were released and also in ArmA. I guess i`m able to set correct namings or use corect scripting commands. You can be sure that i know what i do... But there MUST be a trick to add magazines to the commander turret... did you ever tried to reload it with scripting commands? I guess you should try it... Share this post Link to post Share on other sites
HulkingUnicorn 0 Posted January 30, 2008 No offense, just wanted to make sure of that before trying something obscure <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_u = _this select 0; player groupChat format ["Type: %1", typeOf _u]; player groupChat format ["Weapons: %1", weapons _u]; player groupchat format ["M2 - true of false: %1", (_u hasWeapon "M2")]; _u removeMagazines "M2"; _u removeWeapon "M2"; {_u addmagazine "100Rnd_127x99_M2";} foreach [1,1]; _u addWeapon "M2"; The M2 is not listed in the weapons array, and hasweapon returns false... Neither remove magazines or weapon seems to have any effect. I checked the config to make sure it used the weapon at all: Quote[/b] ]class Turrets: Turrets { class CommanderOptics: CommanderOptics { gunBeg = "gun_muzzle"; gunEnd = "gun_chamber"; minElev = -25; maxElev = 60; initElev = 0; minTurn = -360; maxTurn = 360; initTurn = 0; weapons = {"M2"}; magazines = {"100Rnd_127x99_M2", "100Rnd_127x99_M2"}; outGunnerMayFire = 1; inGunnerMayFire = 1; gunnerAction = "Abrams_CommanderOut"; gunnerInAction = "Abrams_Commander"; gunnerOpticsModel = "\ca\Tracked\optika_M1A1_commander"; }; }; So... Maybe you'd have to refer to the turret when using addmagazine or something like that. Edit: Added a magazines _u check; the magazines are added to the tank, but isn't used by the commander- looks like I just made the gunner receive the M2 weapon and magazines Share this post Link to post Share on other sites
beta 0 Posted February 2, 2008 Has anyone figured this out yet? Is there a way to select which turret you want the ammunition to go to? I can't seem to find any script command that would allow this. This seems to explain why the "bug" that you cannot fully reload the secondary turrets is still here after 5 patches. Any other workarounds for this besides deleting the vehicle and placing a new one? Edit: Where might I find the BIS script that does the rearming from an ammo truck? Since that script seems to rearm all turrets in a vehicle (albeit buggy in an MP environment), there might be a command or technique that we could use from there. Share this post Link to post Share on other sites
HulkingUnicorn 0 Posted February 3, 2008 That would be setVehicleAmmo, I think - but it won't give all the magazines a vehicle started with. For now, the only way is to create a new tank, I suppose. Share this post Link to post Share on other sites
beta 0 Posted February 3, 2008 That makes sense now. Hmmm, well looks like I will have to rewrite a bunch of scripts then ... It's a shame that deleting vehicles is the only way to rearm them, maybe something will done in the next patches to either fix the setVehicleAmmo command or add/modify existing commands to be able to access the individual turrets. I guess I will go read the behemoth that is the ArmA Wishlist Share this post Link to post Share on other sites