MrCapone 0 Posted December 15, 2008 Many modern AFV's have mounted Vehicular Smoke Grenade Launchers, which are used to confuse the enemy where you are. Here's some information I found about it: A smoke grenade system for use on an armored vehicle. This system includes vehicle having a body and a turret, launching tubes mounted on the two sides of the turret, a first switch for expelling a first salvo of smoke grenades and a second switch for expelling a second salvo of smoke grenades. Each switch actuates one-half of the launching tubes on one side of the vehicle plus one-half of the launching tubes on the other side of the vehicle. So I suggest BIS puts these launchers on the AFV's in ARMA II, but only the ones who have these mounted smoke grenade launchers IRL, and that you can shoot them off when you're the tank's gunner. Note: You can also see these launchers on certain tanks in OFP 1: CWC, but you can't use them in that game. Here's a link to a picture of it: http://www.armyproperty.com/Equipme....r-2.jpg Share this post Link to post Share on other sites
froggyluv 2135 Posted December 15, 2008 Not bad ideas but there are plenty of threads for "things ARMA2 needs" rather than starting a bunch of individual threads for every idea. Share this post Link to post Share on other sites
MrCapone 0 Posted December 16, 2008 Not bad ideas but there are plenty of threads for "things ARMA2 needs" rather than starting a bunch of individual threads for every idea. Ok. Share this post Link to post Share on other sites
Benoist 0 Posted December 16, 2008 Yes, but this is a possible thing. It's not the most necesary thing but it's more easier than creating a full real armor sistem. Share this post Link to post Share on other sites
CarlGustaffa 4 Posted December 17, 2008 Smoke launchers can already be scripted, and it's probably not all that hard to do either. Although I welcome it, but not unless the AI is smart enough to use it as well. What is crucial though, it builtin support for view blocks. Either that smoke works as it should, or that invisible (or semiinvisible for debugging) view blocking objects available for scripting purposes. Same goes for invisible targets with user set ratings. There is a lot of fancy stuff you can use these for in scripts, why not include them in vanilla ArmA2? They do need to be bugfree though, and not generate a huge list of errors on the server.rpt file as some of the addon based todays versions does. Share this post Link to post Share on other sites