OFPEC Forum
Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting Multiplayer => Topic started by: B-2-0 on 25 May 2003, 05:38:56
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Is there a way to respawn choppers in a MP game without weapons ???
Thanx in advance :)
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If your using the awsome vrs.sqs respawn script then you can prob just remove the line _addweapons or something like that. or add removeAllWeapons _vcl in there after respawn....other than that you have to use a trigger running to check for presence of that vehicle type and if its there remove the weapons...I think but then again im only a moderate script writer.... ;D
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Thanx for your reply, here is the vehicle respawn script i am using:
?!(local server) : exit
_vehic = _this select 0
_time = _this select 1
_type = typeof _vehic
_pos = getpos _vehic
_dir = getdir _vehic
#loop
_vehic addEventHandler ["killed", {[[0,0,0],[0,0,0],60,3+random 3,_this select 0] exec "\KEGnoecain_snow\script\destroy.sqs"}]
@!(alive _vehic)
~_time
deletevehicle _vehic
_vehic = _type createvehicle [0,0]
_vehic setpos _pos
_vehic setdir _dir
_vehic setdamage 0
goto "loop"
If i just add removeallweapons that will leave my tanks un-armed too....how do i do it so it's just the choppers??
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after the vehicle is created add these lines
?(_class == "Kamov"): _vehic removemagazines "Rocket57x40Kamov"
?(_class == "Kamov"): _vehic removemagazines "Cannon30AP"
?(_class == "Kamov"): _vehic removemagazines "Cannon30HE"
?(_class == "Kamov"): _vehic removemagazines "HellfireLauncherKamov"
?(_class == "OH58"): _vehic removemagazines "ZuniLauncherOH"
look up the other weapons for the other aircraft classes
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Thanx for your reply Terox, i still can't get this to work though ???
I un-pbo'd the chopper (the Mi-2 from the ZEUS addon pack)....here is the config.
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class CfgWeapons
{
class Default{}
class LAWLauncher: Default{};
class CarlGustavLauncher : LAWLauncher{};
class AT3Launcher: CarlGustavLauncher{};
class ZuniLauncher38: AT3Launcher{};
class Rocket57x32: ZuniLauncher38
{
-----------------------------------------------------------
Here is how i've got it set up...
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; [vehicle,time] exec "thisscript.sqs"
?!(local server) : exit
_vehic = _this select 0
_time = _this select 1
_type = typeof _vehic
_pos = getpos _vehic
_dir = getdir _vehic
#loop
_vehic addEventHandler ["killed", {[[0,0,0],[0,0,0],60,3+random 3,_this select 0] exec "\KEGnoecain_snow\script\destroy.sqs"}]
@!(alive _vehic)
~_time
deletevehicle _vehic
_vehic = _type createvehicle [0,0]
_vehic setpos _pos
_vehic setdir _dir
_vehic setdamage 0
?(_class == "Mi2NO"): _vcl removemagazines "Rocket57"
goto "loop"
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I have tried zunilauncher, zunilauncher38, rocket57, rocket57x32 but it still won't work....any idea where i am going wrong??
Thanx for your help!
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?(_class == "Mi17"): _vehic removemagazines "Rocket57x192"; _vcl removeweapon "Rocket57x192"
?(_class == "UH60"): _vehic removemagazines "ZuniLauncher38"; _vcl removeweapon "ZuniLauncher38"
I havent dl'd the latest zeus addon pack yet, been to busy for the addon server
Most addons , like BAS for instance would call their vehicle weapons and ammo
Baszunilauncher__________
I have no idea if the vehicle class you are using is correct, I'm sure it is, but if you have a look in the mission.sqm file, it will be listed in there
class Vehicles
{
items=64;
class Item0
{
position[]={2646.755615,83.204994,5319.196289};
azimut=130.000000;
special="NONE";
id=0;
side="EMPTY";
vehicle="UH60"; This is the vehicle class
leader=1;
skill=0.600000;
ammo=0.000000;
text="UH1";
init="[this, ""UH60"", 60] exec ""vrespawn.sqs""; this removemagazines ""ZuniLauncher38""; this removeweapon ""ZuniLauncher38""";
      };
If you simply want to disable all the weapons then just use the "removeallweapons" command
?(_class == "Mi2NO"): _vehic removeallweapons
Hope this sorts it out for ya
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Thanx again Terox, because the Mi-2 only has missiles and no MG the removeallweapons command will do the trick
Nice one! :thumbsup: