Jan_F_W 10 Posted July 22, 2009 Does anybody know what weapons the MI-8 MTV-3 AttackChopper from the Russians uses? I would like to remove the rockets from the pods by script... Share this post Link to post Share on other sites
Big Dawg KS 6 Posted July 22, 2009 You can find the classnames of all weapons and magazines of any vehicle/soldier by typing this into their init field and previewing: hint format ["Weapons: %1\nMagazines: %2",weapons this,magazines this] So hopefully you don't need to start new threads everytime you need to find a weapon/magazine classname (which is totally unnecessary since they are already listed on the Wiki and I believe a stickied thread in this very forum). Share this post Link to post Share on other sites
Jan_F_W 10 Posted July 22, 2009 for the mi8 mtv-3 there is only one weapon listed ("PKT_3"), there seems to be no effect when removing this weapon - how can I find out how the rockets are named and the rocketpod itself? Share this post Link to post Share on other sites
Big Dawg KS 6 Posted July 22, 2009 Hmm, yea I forgot about multiple turrets. You could try this then: this addEventhandler ["fired",{hint format ["Weapon: %1\nMagazine %2",_this select 1,_this select 2]}] When you fire a weapon it will display the weapon and magazine classname. Also, they should still be listed on the BI wiki. Share this post Link to post Share on other sites
Jan_F_W 10 Posted July 22, 2009 thanks for your help :) however i still cannot get the magazine or weapon removed from the mi8. i used this so far called from a script (unit is correctly passed to the script): _unit = _this select 0; _unit removeWeapon "57mmLauncher"; _unit removeMagazine "96Rnd_57mm"; and also _unit = _this select 0; _unit removeWeapon "57mmLauncher"; _unit removeMagazine "57mmLauncher"; Share this post Link to post Share on other sites
Big Dawg KS 6 Posted July 22, 2009 (edited) Ok, this seems like another problem due to multiple turrets (or lack of full set of scripting commands to deal with them). RemoveWeapon/removeMagazine only work on the primary turrent (which the rockets are obviously not a part of). So for now I'm afraid there's not much you can do except open a request for more scripting commands for adding/removing weapons/magazines to/from specific turrets. Edited July 22, 2009 by Big Dawg KS Share this post Link to post Share on other sites
Jan_F_W 10 Posted July 22, 2009 this is the init of the mi-8: respawnScript=[this,6,12,-1,"initScript_Respawn=[this] execVM 'Scripts\init_MI-8.sqf'"] execVM "Scripts\t-respawn.sqf"; initScript_firstTime=[this] execVM "Scripts\init_MI-8.sqf" content of "Scripts\init_MI-8.sqf": _unit = _this select 0; _unit removeWeapon "57mmLauncher"; _unit removeMagazine "96Rnd_57mm"; Share this post Link to post Share on other sites
Big Dawg KS 6 Posted July 22, 2009 I edited my previous post. Plz see it. Share this post Link to post Share on other sites
Jan_F_W 10 Posted July 22, 2009 thanks for clarifying, much appreciated! Share this post Link to post Share on other sites
oyman 0 Posted July 22, 2009 what about putting the ammo slider to empty then add the PKT ammo in a script Share this post Link to post Share on other sites
Jan_F_W 10 Posted July 22, 2009 could be, i will give it a try and report here Share this post Link to post Share on other sites
Big Dawg KS 6 Posted July 22, 2009 what about putting the ammo slider to empty then add the PKT ammo in a script Same problem. You can only add ammo to one of the (3) PKs. ---------- Post added at 01:35 PM ---------- Previous post was at 11:59 AM ---------- So for now I'm afraid there's not much you can do except open a request for more scripting commands for adding/removing weapons/magazines to/from specific turrets. I've opened a new request on the issue tracker for these commands. Maybe if they get enough votes BIS will implement them:Link Share this post Link to post Share on other sites
Jan_F_W 10 Posted July 24, 2009 thanks :) how can I vote anyways? Share this post Link to post Share on other sites
Big Dawg KS 6 Posted July 24, 2009 There should be green/up and red/down arrows next to the vote count that you can click to either vote for or against it. Apparently there is a bug with the tracker where the arrows aren't always visible, but you can still mouse-over & click them. Share this post Link to post Share on other sites
Jan_F_W 10 Posted July 25, 2009 Thanks! Cannot use to find them though ;) Share this post Link to post Share on other sites