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Author Topic: JAM'S AT4 ROCKET LAUNCHER BUGGED?  (Read 736 times)

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Offline ZNorQ

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JAM'S AT4 ROCKET LAUNCHER BUGGED?
« on: 01 Aug 2004, 12:29:00 »
I'm using a script to remove all weapons and ammo's from a players corpse, and rearm the respawned player with that same equipment.

It seems to work good on everything, with the exception on JAM's AT4 Launcher. Even when I've used up all the rockets, it still gives me 1 more rocket when I respawn.. Soo annoying. I did a test which prints out all magazines..

(Used a repeated radio alpha trigger to execute the code)
Code: [Select]
hint format["%1", magazines player]
I shot off all AT4 rockets, and called up alpha radio - and what do you know? I still have one AT4 rocket left according to the list - but none in the inventory (gear section in the briefing)...


The 'Killed'
Code: [Select]
#MakeListOfWeaponsAndMags
   _vWhoDied = player
   _vCarriedWeapons = weapons player
   _vCarriedMagazines = magazines player
   removeAllWeapons player

#RemoveEventHandlersFromCorpse
   player removeAllEventHandlers "killed"
   player removeAllEventHandlers "fired"

#WaitForPlayerToRespawn
   @(alive player)

#PlayerRespawnedInAir
   ?(getPos player select 2 >0.5): player setPos [getPos player select 0, getPos player select 1, 0]

#PlayerRespawnedInWater
;   * CANT FIND ANY WAY TO SOLVE THIS *

#RestoreWeaponsAndEquipment
   removeAllWeapons player
   {player addMagazine _x} forEach _vCarriedMagazines
   {player addWeapon   _x} forEach _vCarriedWeapons
   player selectWeapon (primaryWeapon player)

#SetCombatAndAddEventHandler
   player setBehaviour "Combat"
   _vHandlerKilledID = player addEventHandler ["killed", {_this exec "bat\stdPlayerKilled.sqs"}]
   _vHandlerFiredID  = player addEventHandler ["fired",{if (_this select 4 == "HEP_M82Mag") then {_this call loadFile "\HEP\FX\m82fx.sqf"}}]


Exit

Anyone know any work-arounds for this?

ZNorQ

Offline ZNorQ

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Re:JAM'S AT4 ROCKET LAUNCHER BUGGED?
« Reply #1 on: 28 Aug 2004, 16:52:00 »
Hmmm.... Seems there are no answers to this one...  :-[

ZNorQ

rOk

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Re:JAM'S AT4 ROCKET LAUNCHER BUGGED?
« Reply #2 on: 28 Aug 2004, 22:05:32 »
How about trying toadlife's universal weapons script-I think it's called like this.

Been using it for quite some time now, no bugs AFAIK.
I think you can find it here @ OFPEC.

Offline Killswitch

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Re:JAM'S AT4 ROCKET LAUNCHER BUGGED?
« Reply #3 on: 02 Sep 2004, 16:04:28 »
While it might not help, I can report that the same goes for the War Games League (WGL) AT launchers/mags - one can fire it off, but it is still listed in the magazines player array result.

Perhaps some comparative research of the JAM AT rounds and the WGL ones can shed light on why this occurs? Also, do the JAM RPG7 launchers behave in the same way?

*EDIT:  Uhm... the standard BIS LAW soldier guy "does" the same thing - he never has less than one LAWLauncher magazine listed, even though all three rounds have been fired off.

Yay! Yet another OFP bug we won't have fixed... :-\
« Last Edit: 02 Sep 2004, 16:11:24 by Killswitch »

Offline ZNorQ

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Re:JAM'S AT4 ROCKET LAUNCHER BUGGED?
« Reply #4 on: 07 Sep 2004, 11:28:38 »
Well then, lets hope OFP2's fixed the issue...

Don't think I'll get any further with this one, so I'll just close it...

ZNorQ