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Author Topic: selectweapon  (Read 2225 times)

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Offline dmakatra

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selectweapon
« on: 04 Mar 2003, 18:12:14 »
OK. So I have a mission where a chopper attacks a tank. Now, when I dofire him, he choose that bloody 30mm cannon, and that just far too small explosion for my taste. Is there anyway I can select a weapon for a AI or perhaps delete the ammo from the other weapons so he only can choose that weapon I want? Plz help

Thx in advance.

Offline dmakatra

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Re:selectweapon
« Reply #1 on: 04 Mar 2003, 18:19:57 »
oh sh!t! IÂ'm sorry guys. The name of da topic was just a typingerror(forgot the space!) and when I saw that I thought 'Why not check that out?' and I did! And there was such a command! Lol @ me ;D.

Anyway:
*TOPIC SOLVED AND LOCKED*

Offline dmakatra

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Re:selectweapon
« Reply #2 on: 04 Mar 2003, 18:26:28 »
*TOPIC BACK!! HURRAY! ;D*

It didnÂ't work. He change back to that stupid little 30mm cannon again! what must I do?

Uberminch

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Re:selectweapon
« Reply #3 on: 04 Mar 2003, 18:41:17 »
Hey, here is a really cheap and ungraceful solution.... :D

If there any way to start the chopper without any gun ammo? 8)



Offline dmakatra

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Re:selectweapon
« Reply #4 on: 04 Mar 2003, 18:42:40 »
yeah, but how do I do that. I mean, I cant set the ammo on 0 cause I need ammo in the AT6....

Uberminch

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Re:selectweapon
« Reply #5 on: 04 Mar 2003, 18:49:52 »
i wonder if the selectweapon command could be loop so he would keep doing it over and over..... ???

Offline dmakatra

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Re:selectweapon
« Reply #6 on: 04 Mar 2003, 18:52:29 »
i wonder if the selectweapon command could be loop so he would keep doing it over and over..... ???

good idea. IÂ'll test that.

Offline macguba

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Re:selectweapon
« Reply #7 on: 04 Mar 2003, 18:54:48 »
set the ammo to 0 and add back the missiles ?????  or havea  lot of removemagazine
Plenty of reviewed ArmA missions for you to play

Offline dmakatra

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Re:selectweapon
« Reply #8 on: 04 Mar 2003, 18:56:41 »
hereÂ's my script:

#over
chopper selectweapon "AT6"
~0.2
? !(alive tank) : goto "exit"
goto "over"

#exit
exit

didnÂ't work.

Offline dmakatra

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Re:selectweapon
« Reply #9 on: 04 Mar 2003, 18:57:47 »
set the ammo to 0 and add back the missiles ?????  or havea  lot of removemagazine

can u addmagazine AT6? kool(LCD language again! Back off evil demons!! ;D). IÂ'll test that then

Uberminch

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Re:selectweapon
« Reply #10 on: 04 Mar 2003, 18:58:42 »
Choppers can go to the devil. I hate them! there must be some way to do it without using removemag commands.... >:(

Offline dmakatra

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Re:selectweapon
« Reply #11 on: 04 Mar 2003, 19:03:12 »
Removemagazine chopper didnÂ't work.... There gotta be some other way....

Uberminch

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Re:selectweapon
« Reply #12 on: 04 Mar 2003, 19:44:40 »
GRRRR! I searched the script snippets and tutes, but found nothing. This seems so simple. I'm sure someone must know how to do it. unfortunatly, I don't have time to make a more extensive search myself.

Good Luck, Armstrong  :-\

Offline dmakatra

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Re:selectweapon
« Reply #13 on: 04 Mar 2003, 19:46:42 »
Good Luck, Armstrong  :-\

Yeah, IÂ've heard that one before.... ::)

Too bad this forums search engine is so spooky.... :-\

Ace

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Re:selectweapon
« Reply #14 on: 04 Mar 2003, 21:17:02 »
just use the this Removemagazines machinegun30

or whatever the name of the gun is called.

Removemagazines gets rid of EVERY mag for that weapon.

EDIT :

I browsed the reference and found all the possible vehicle ammo names

hellfirelauncherappache
hellfirelauncherbmp2
hellfirelaunchercobra
hellfirelauncherhind
hellfirelauncherm2a2

laserdesignatorOH

machinegun12_7
machinegun30
machinegun30a10
machinegun7_6
mavericklauncher

Rocketlauncher57x192
Rocketlauncher57x64

vulcancannon
zsucannon

zunilauncher38
zunilauncherOH
« Last Edit: 04 Mar 2003, 21:27:18 by Ace »