jpinard 10 Posted July 14, 2010 I have a custom script that brings A-10's in to support ground troops. What I'd like to do is have them leave the map (or dissappear) after they've exhausted their supply of ammunition, but right now they just circle their seek and destroy zone forever. I have them only equipped with the GAU-8 Cannon, so is there a way to setup a trigger? ie. B_30mmA10_AP = 0 so when the cannon rounds are gone then the trigger executes. Or is there a general "out of ammo" phrase that would work too? Share this post Link to post Share on other sites
jamesf1 0 Posted July 14, 2010 This should do the trick for your trigger condition (substitute 'myPlane' for your plane's name): (myPlane ammo "GAU8") == 0 I've not tested it, but I'm presuming this will work as intended, based on what the COMREF says :) Share this post Link to post Share on other sites
CarlGustaffa 4 Posted July 14, 2010 I'm using this in a mission, might help: waitUntil {fuel uHuey < 0.2 || !someAmmo uHuey}; _group = createGroup west; {[_x] joinSilent _group} forEach crew uHuey; _group addWaypoint [[0,0,0],100]; _group setGroupId ["Honey Bee"]; if (fuel uHuey < 0.2) then { [uHB1, "Honeybee to all units. We're running low on fuel and will return to ship."] call fn_SideChat; }; if (!someAmmo uHuey) then { [uHB1, "Honeybee to all units. We're out of ammo and will return to ship."] call fn_SideChat; }; waitUntil {uHuey distance [0,0,0] < 500}; {unassignVehicle _x; _x setPos [0,0,0]; deleteVehicle _x} forEach crew uHuey; deleteVehicle uHuey; Share this post Link to post Share on other sites
jpinard 10 Posted July 14, 2010 Perfect! Thanks you two :) Share this post Link to post Share on other sites