SD_BOB 10 Posted May 9, 2009 Hey guys, i'm hoping someone can help me out with this. Please bear with me, while i explain. I am currently building a mission which includes the following AAA script:- _K = _this select 0 _Target = _this select 1 _radius = _this select 2 _altitude = _this select 3 #Flakloop _a= getpos _Target select 0 _b= getpos _Target select 1 _c= getpos _Target select 2 _gap=random _radius _direction=random 360 _x = _a +((cos _direction)*_gap) _y = _b +((sin _direction)*_gap) _z = _c + _altitude - _radius + random (_radius*2) _gap2=random _radius _direction2=random 360 _xx = _a +((cos _direction2)*_gap2) _yy = _b +((sin _direction2)*_gap2) _zz =_c + _altitude - _radius + random (_radius*2) _gap3=random _radius _direction3=random 360 _xxx = _a +((cos _direction3)*_gap3) _yyy = _b +((sin _direction3)*_gap3) _zzz = _c + _altitude - _radius + random (_radius*2) _gap4=random _radius _direction4=random 360 _xxxx = _a +((cos _direction4)*_gap4) _yyyy = _b +((sin _direction4)*_gap4) _zzzz = _c + _altitude - _radius + random (_radius*2) _K disableAI "Target" _K disableAI "AutoTarget" _K doWatch [_x,_y,_z] ~0.5 _K setVehicleAmmo 1 _K fire "azp85" _K doWatch [_xx,_yy,_zz] ~0.5 _K fire "azp85" _K doWatch [_xxx,_yyy,_zzz] ~0.5 _K fire "azp85" _K doWatch [_xxxx,_yyyy,_zzzz] ~2 goto "Flakloop" The bit i'm interested in is:- _K fire "azp85" _K doWatch [_xx,_yy,_zz] ~0.5 _K fire "azp85" _K doWatch [_xxx,_yyy,_zzz] ~0.5 _K fire "azp85" _K doWatch [_xxxx,_yyyy,_zzzz] Now the "azp85" is the original name for the Shilka weapon, so using the above works fine with the default game, it fires the weapon and the script works. Once ACE is added to the mix tho, the Shilka's do not fire. Now i assume the weapon name has been changed in ACE. Does anyone know the correct name for the ACE version or the weapon? I would also really like to use the ZU23 AAA System that also come's with ACE (The trailer mounted one), if anyone could provide the name of the weapon used on this aswell, it would be greatly appreciated. At the moment this is the only issue holding up completion of said mission. Thanks in advance for any help on this matter. Share this post Link to post Share on other sites
CarlGustaffa 4 Posted May 9, 2009 Use this on any vehicles initialization field you want to check out, in the editor: hint format ["%1", typeOf this] Share this post Link to post Share on other sites
bearbison 10 Posted May 10, 2009 The ACE version is "ACE_ZSU" For the class lists in ACE have a look at "ACE_Class_List" in Path\ArmA\@ACE\Docs\Dev Docs Share this post Link to post Share on other sites
=Odin= 0 Posted May 10, 2009 Or add this EH to the vehicle init this addEventHandler ["fired", "hint format['%1',_this select 1]"] _this select 1 will return the launcher/weapon of vehicle _this select 4 will return the ball/shell type Share this post Link to post Share on other sites
SD_BOB 10 Posted May 10, 2009 (edited) Cheers guys, using that i got the ACE Shilka weapon :- "ACE_ZSUMGun23" Using the same EH method, i checked the default game. This returns the correct name:- "azp85" So i know, that it is the correct weapon name being returned. But no matter what i do, the Shilka doesn't open fire once ACE is added. The rest of the script is active, it moves around. But just does not open fire. Is there any scripting gurus on here that could offer a suggestion as to why? I thought i was just the weapon name causing the issue, Grrrrrrrrr........ Frustrating. Edited May 10, 2009 by Shadow.D. ^BOB^ Share this post Link to post Share on other sites