JDog 11 Posted September 21, 2009 Not sure if anyone else has tried this, or maybe someone can explain it to me: I'm trying to get/interact with the amount of rockets left on the Mi-8MTV-3 (class Mi17_rockets_RU). The armatech class library says the weapons are "PKT" and "57mmLauncher". First off, "PKT" is incorrect, it's "PKT_3", which I can then use the check the amount of shots left in its magazine. The config for the vehicle confirms the rocket launcher is "57mmLauncher"... but I can't get a return of the number of shots left in the magazine. Is it doable? Or only with bullet-class magazines? I want to limit the amount of shots it can fire, without affecting its overall ammo on the guns as well. And I can't set how many rounds it has, so easiest approach is to track when the mag gets to a certain point then remove the magazine. Otherwise I'm just gonna have to setup a fired eventhandler and get a count going, but I'd like to sort this out either way. Share this post Link to post Share on other sites
.kju 3245 Posted September 21, 2009 Ammo does not work? http://community.bistudio.com/wiki/ammo Share this post Link to post Share on other sites
JDog 11 Posted September 21, 2009 Oops, sorry, thought I mentioned lol. "ammo" is the command in question :) it works for the gun, but not the rocket launcher. and when I use "weapons", it doesn't even return the name of the rocket launcher. Share this post Link to post Share on other sites
charon productions 10 Posted September 21, 2009 @JDog: If you find a way, let me know ;) The problem is that this weapon is assigned to a 2nd turret that you can`t access with script commands. This goes for tanks as well with the commander`s MG. Hopefully BI will have mercy and give us a command like this in the next patches. Share this post Link to post Share on other sites
nuxil 2 Posted September 21, 2009 JDog just an idea. not tested. but. what if you add an eventhandler fired on your unit. then count how many times this event was fired. Share this post Link to post Share on other sites
JDog 11 Posted September 21, 2009 Way to read to the end of my first post :P lol, jk I'll probably end up doing that since this is apparently not possible... being able to use "ammo" would just lead to some nicer-looking code and would be a little more reliable I'd think though. Share this post Link to post Share on other sites
nuxil 2 Posted September 21, 2009 i think i need some glasses :b: ---------- Post added at 11:58 PM ---------- Previous post was at 10:39 PM ---------- just tested out stuff on that heli, there are defently bugs here. weapons dosent return the full list of the vehicle. it actualy returns wrong weapon as pilot, so i thought. maybe i can try to remove the weapons and add them again to see if that would help.. but guess what, i can not even remove the weapons on this heli :\ someone should verify this. and report this as a bug. im too lazy for that :p Share this post Link to post Share on other sites
charon productions 10 Posted September 22, 2009 i think i need some glasses :b:---------- Post added at 11:58 PM ---------- Previous post was at 10:39 PM ---------- just tested out stuff on that heli, there are defently bugs here. weapons dosent return the full list of the vehicle. it actualy returns wrong weapon as pilot, so i thought. maybe i can try to remove the weapons and add them again to see if that would help.. but guess what, i can not even remove the weapons on this heli :\ someone should verify this. and report this as a bug. im too lazy for that :p It is already verified and a known issue since Arma1: http://forums.bistudio.com/showpost.php?p=1139487&postcount=10 http://forums.bistudio.com/showpost.php?p=1439438&postcount=15 Share this post Link to post Share on other sites