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Found 5 results

  1. Folks, I'm running around without a perfect solution to rearm vehicles with turrets and vehicles with pylons. Simplifying a lot the things, here is an example of my solution so far (and defiantly it's not good enough). Issue 1) Conditional: How to know if only X% (50%, for example) of the vehicle's mag capacity is available? I wanna check it to decide if the vehicle needs to rearm; // I found it, but I don't got what exactly is happening: ({getNumber (configFile >> "CfgMagazines" >> _x select 0 >> "count") == _x select 1} count magazinesAmmo _veh) == 0) Issue 2) Rearmament Execution: I already coded a solution to check and change the magazines in a turret, but I'm in trouble around pylons in planes and helicopters. Current solution: // File: veh_rearming.sqf private ["_veh", "_vehType", "_vehMags", "_magsRemoved", "_mag"]; while {true} do { _veh = vehicle player; // I'm using "player" just to simplify the example. For multiplayer missions, it doesn't work well and you must check each player in mission. if ( (count weapons _veh > 0) AND (speed _veh == 0) AND (({getNumber (configFile >> "CfgMagazines" >> _x select 0 >> "count") == _x select 1} count magazinesAmmo _veh) == 0) ) then { _vehType = typeOf _veh; _vehMags = compatibleMagazines _vehType; // figuring out all mags types are default for the vehicle. if ( _veh isKindOf "Plane" OR _veh isKindOf "Helicopter" ) then { // Specific and lazy solution for vehicles with pylons (planes and helicopters) to simplify the rearming as they work differently to turrets: [_veh, 1] remoteExec ["setVehicleAmmo", _veh]; playSound3D ["a3\sounds_f\sfx\ui\vehicles\vehicle_rearm.wss", _veh]; sleep 3; format [">> The %1 has been REARMED!", typeOf (vehicle player)] remoteExec ["systemChat", player]; } else { _vehMags = magazinesAllTurrets _veh; // list of all magazines (include the empty ones) and its data as projectiles left, etc. _magsRemoved = []; for "_i" from 0 to ((count _vehMags) - 1) do // building the removing mag looping from the amout of vehicle magazine capacity. { _mag = (_vehMags select _i) select 0; // selecting only the magazine classname; _veh removeMagazines _mag; _magsRemoved pushBack _mag; }; { // forEach for add new mags based on those ones already removed: _veh addMagazine _x; format [">> Ammo %1 on board...", _x] remoteExec ["systemChat", player]; playSound3D ["a3\sounds_f\sfx\ui\vehicles\vehicle_rearm.wss", _veh]; sleep 3; } forEach _magsRemoved; // if something goes wrong with reloading, this will help to fix as vehicle smoke granades sometimes don't reload: [_veh, 1] remoteExec ["setVehicleAmmo", _veh]; format [">> The %1 has been REARMED!", typeOf (vehicle player)] remoteExec ["systemChat", player]; }; } else { sleep 3; }; }; Inconsistencies of the solution above: If the vehicle is configured by Editor to spawn with NO AMMO, if you try to rearm that vehicle, it will never have this original number of magazines loaded; Vehicles with pylons are no working as other vehicles with turrets that each ammo is loaded individually (on its pylon in planes and helicopters); P.S.: No worries regarding drone vehicles. The download of my problematic example: https://drive.google.com/file/d/14vjjl3HsImEDfhybzbt_0YkJptuNYJru/view?usp=sharing
  2. I've been trying to get the vanilla vehicle maintenance system to work with ace for a few hours now. The only thing I have found is people saying that you should delete the related pbo files (which I've done) but then I still can't, for example rearm through the interaction menu nor through the ace menu (obviously). Does anyone know how you can get the vanilla system to work with ace. I know it is possible 'cause you can see it in some of Dslyecxis videos. A quick answer would be appreciated. ---- Sorry for any spelling or grammar mistakes. English is not my native ----
  3. Hi, so there's this situation: I've been defending an outpost with my AI teammates for two hours straight and eventually they all fired all their ammunition, including any spare mags in vehicles or crates in the vicinity. I am surrounded by a good hundred of bodies and I would like to choose a certain body I want my AI to take weapon and ammo from. However the only way in vanilla, from what I've experienced, is to select the AI, 6 -> choose desired weapon. It wouldn't be a problem but: a) Weapons in the list are not shown with distance to them, so I can have 100 AKs of the same type to scroll through b) well, it's 100 of guns to go through before I can select "rearm at [vehicle]". My question is, does anyone know if there's a way, or a mod, that would let me select my teammate and tell him to take that very certain gun or rearm at that very certain body by just selecting it? I don't really get how is the vanilla list of guns sorted and no matter what I try, usually the AI runs through the whole map to grab an AK from a body.
  4. Hi fellow warlords ­čÖé The game keeps crashing when I rearm my Blackfoot immediately at a "Vehicle Ammo [NATO]" just called in by myself right beforehand by selecting "request" "air drop" "your location" . Basically the game just freeze and enters a nonresponsive state. Any way of fixing this? I play Arma 3 in vanilla mode. It happens on the standard maps. I have not checked if it happens on other maps as well. Thanks in advance for looking into it. Regards, insop
  5. Interesting problem I know. It probably is something quite simple but I can't figure it out. Now, I'm fairly new to scripting (about six months) so I'm not 100% sure what I should do. The basic premise is that the player has a UAV with an M136 launcher on it. The drone then fires that launcher. Got that part down. I've even got it so that the drone rearms when it goes back to "Home". Now, what I'd like to do is to have the players rearm it in the field. They can have a launcher on their back, bring the drone to them and then attach the launcher onto the drone. The drone has a new launcher and the player looses theirs. Here is the code that I have so far. I know that it must be very simple but any help is very much welcome in advance. For you're consideration, I'm using ACE, CBA, RHS (All four modules) and more quality of life mods. Nothing that would effect scripting in any way.
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