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Author Topic: Selectweapon - wtf, it doesn't work?  (Read 3391 times)

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Offline Tomb

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Selectweapon - wtf, it doesn't work?
« on: 05 Oct 2002, 12:41:22 »
how's that - I cant make my moron select his AT4launcher

  WP spell:

 Bob selectweapon "AT4Launcher"

and all kinds of ways like this I've tried (weaponinhand etc) no sheeet  :o

I Need Instant Help, plz


???
« Last Edit: 05 Oct 2002, 12:42:05 by Tomb »

Azraell

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Re:Selectweapon - wtf, it doesn't work?
« Reply #1 on: 05 Oct 2002, 18:10:27 »
there is no selectweapon command that i can see.... go download the unofficial command reference guide.....   as for ur dude, i think here you can just have dude target the enemy armor.....  your_guys_name dotarget enemies_name     ....put it in a trigger in the activation area and give some sort of condition to trip on.

seanver

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Re:Selectweapon - wtf, it doesn't work?
« Reply #2 on: 05 Oct 2002, 18:18:54 »
Quote
unit selectWeapon weapon
Operand types:
    unit: Object
    weapon: String
Compatibility:
    Version 1.27 required.
Type of returned value:
    None
Description:
    Select given weapon. For weapon values see CfgWeapons.

Example:
    soldierOne selectWeapon "LAWLauncher"

The command exists, but I can't select the AT4 either, so I don't know if that commands works with that weapon.

Offline Tomb

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Re:Selectweapon - wtf, it doesn't work?
« Reply #3 on: 05 Oct 2002, 22:21:19 »
 :P ::) Well, it's pretty annoying! Anyway, here's my want:

In a bunker I wanted to put two at4-d00ds sitting ready w/ their pipes. Now, to make them do this I threw the following in their INITs:

This Setunitpos "UP"

Then I made a WP, saying:

This Selectweapon "AT4Launcher"; This switchmove "Crouch"; DoStop This

...and I set the behaviour to Combat in that WP and slided it upon the unit.

Now, I dunno wtf went wrong but nothing happened at all  >:( ::)
ok, they crouched, but they didn't select their bloody launchers!!!

Then I tried a few things, like removing the other spells from the
WP activ.field, but to no use.

Has this "selectweapon" thing been removed from OFP in 1.75 (resistance)  ???

...and/or do you know of a workaround?



seanver

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Re:Selectweapon - wtf, it doesn't work?
« Reply #4 on: 05 Oct 2002, 23:44:02 »
Hmmm that command works perfectly in 1.75 with pistols, I used it in a cutscene:

res setmimic "SAD"

~2
res setbehaviour "AWARE"
res selectWeapon "tokarev"

~2.8


And wroks perfectly, but it doesn't work at all with AT4 or LAWs, I don't know why. Perhaps there is another command, or something

Gameer_77

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Re:Selectweapon - wtf, it doesn't work?
« Reply #5 on: 06 Oct 2002, 00:38:25 »
Cmon guys, use that little thing in that head of yours.

This command obviously don't work with secondary weps.

(Don't pick me up on this if im wrong  :P)

 8)PEACE

Offline Tomb

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Re:Selectweapon - wtf, it doesn't work?
« Reply #6 on: 06 Oct 2002, 15:15:13 »
 :o maybe yer right, gameer_head, dunno  :P ??? But if we assume
that this spell won't invoke the spirits of killer-pipes, then do me a grrriiiiaaatt favour and
tell me if you can come up with a useful woraround on how to make
a couple of AT¤d00ds sitting ready (ambush-like) to fire.  :-*

That would make me jump around, swinging the nearest by child up in
the air, watch it drop and rush into the 'puter to get this job done!  8) ;D
okokokokok, maybe I won't throw my kids around the living room  :P ::)

But I WILL be happy.  :cheers: So get moving, everyone,
and NOW - like ya didn't have anything better to do!  >:(

j/k  ;) ;D I just wanna know if its possible to do at all, m8s  :-*

Offline macguba

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Re:Selectweapon - wtf, it doesn't work?
« Reply #7 on: 06 Oct 2002, 17:43:46 »
this removeallweaponsexceptAT4 ???

camcreate a tank 10 miles away followed by knows about and dotarget???
Plenty of reviewed ArmA missions for you to play

Offline Tomb

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Re:Selectweapon - wtf, it doesn't work?
« Reply #8 on: 07 Oct 2002, 15:59:38 »
removing the other weapons just made then stand up ( :P ).

guess I'll just put one of kellogg's static grenadeLaunchers in there.

I'll leave the backdoor open here, though, just in case some genious
happens to drop by.

Thx for all the help & suggestions so far, m8s  :-*

lilmat

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Re:Selectweapon - wtf, it doesn't work?
« Reply #9 on: 07 Oct 2002, 18:57:46 »
Hey TOMB ;D
Try the switchmove thingy!!!!
Target the enemy!
Then switchmove "combattoweapon"
                    or
switchmove "crouchtoweapon"
Hope this helps!!

Scratchdat

  • Guest
Re:Selectweapon - wtf, it doesn't work?
« Reply #10 on: 08 Oct 2002, 19:06:20 »
Lilmat's idea works but when the soldier gets out the launcher he puts it away again straight away.

How can we stop this?

Offline macguba

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Re:Selectweapon - wtf, it doesn't work?
« Reply #11 on: 08 Oct 2002, 19:43:37 »
doStop

might work.   You'll have to un-doStop them when the enemy gets close though.   Probably.
Plenty of reviewed ArmA missions for you to play

Scratchdat

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Re:Selectweapon - wtf, it doesn't work?
« Reply #12 on: 08 Oct 2002, 21:40:30 »
In my mission (where 5 law soldiers are being looked at from in front by a camera) I found that the best thing to do was to place an empty vehicle (i used a civilian truck), and for each law soldier use the command

nameofsoldier dotarget nameofvehicle

in a script (or 5 different triggers if you wish).

The problem is some people may want to have an angle that shows what the soldier is looking at, and an empty civilian truck would stand out like a monk in the middle of a flashpoint battlefield :P.

seanver

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Re:Selectweapon - wtf, it doesn't work?
« Reply #13 on: 08 Oct 2002, 22:00:19 »
Quote
The problem is some people may want to have an angle that shows what the soldier is looking at, and an empty civilian truck would stand out like a monk in the middle of a flashpoint battlefield

I'm too lazy to read the whoel topic so I assume that what y ou want is to make a solider aim at something without having to put an empty truck in the middle of the battelfield with a monk armed with an AT-4 driving it or somethig like that  :P :P

Try to use the setdir command:

From the unnoficial command reference:

Quote
SetDir
 
Description :
Sets the direction a unit is facing.
 
Syntax :
UnitName SetDir Direction

UnitName is the name of the unit to modify
Direction is a direction to face. 0 - 359 where 0 is north, 90 is east, 180 is south, and 270  is west.
 
Returns :
N/A
 
Example :
Kramer SetDir 90
 

Chris IX

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Re:Selectweapon - wtf, it doesn't work?
« Reply #14 on: 09 Oct 2002, 00:07:34 »
Umm not sure if it's relevant but in misions I can never order men to switch weapons (to ak74 or rpgnh-75)(or west equivalent).

Anyways...
Can you target Gamelogic?
That's just an invisible vehicle right?
Maybe you could use that instead of a truck...

seanver

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Re:Selectweapon - wtf, it doesn't work?
« Reply #15 on: 09 Oct 2002, 00:12:29 »
I don't think u can target a gamelogic. At least you can't shoot at it

Chris IX

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Re:Selectweapon - wtf, it doesn't work?
« Reply #16 on: 09 Oct 2002, 00:17:17 »
If all you want is to shoot the at4 launcher why not just hide an m2 behind a tree or something and have them shoot that?

Black Magic

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Re:Selectweapon - wtf, it doesn't work?
« Reply #17 on: 09 Oct 2002, 01:44:58 »
Hrm. Seanver said he was able to switch to a Tokarov - which is a 2ndery weapon so Gameers theory can't be right.
However in the Official, yes Official, v1.75 Commie Ref there is no switchWeapon command. Perhaps it was removed?

Offline Tomb

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Re:Selectweapon - wtf, it doesn't work?
« Reply #18 on: 09 Oct 2002, 14:35:56 »


             

                       ::) *cough* :hmm: uuuum,


 :help: Lemme try a topic summary here, if ye all don't mind  :tomato:

First off - here's my orig question, for ppl like SeAnVer (lazy b*stard >:( ;D ) goes like this:


In a bunker I wanted to put two at4-d00ds sitting ready w/ their launchers.
Now, to make them do this I threw the following in their INITs:

This Setunitpos "UP"

Then I made a WP, reading:

This Selectweapon "AT4Launcher"; This switchmove "Crouch"; DoStop This

...and I set the behaviour to Combat in that WP and slided it upon the unit.

Now, I dunno wtf went wrong but nothing happened at all  
ok, they crouched, but they didn't select their bloody launchers!!!

Then I tried a few things, like removing the other spells from the WP activ.field, but to no use.

Has this "selectweapon" thing been removed from OFP in 1.75 (resistance)  
...and/or do you know of a workaround?


-----------------------------------------------

Allright, so much for my prob. (still haven't fixed it btw).

Now, the latest replies:

1.
@ lilmat: he won't stay down with the pipe, sorry m8  :-\

2.
@ macguba: Tried everything - hek I even removed his frikkin pants but to no use!  :( ;D

3.
@ BlackTragic: (hence yer sig.) No, I won't donate sh*t, as I have exams myself  :moon: ;D

4.
@ Chris XI, or Ludvig XIV, whatever  ;D yes, I could place some enemy, but I wanna know of a better way! :D
--------------------

Short summary: This thread sucks - why shouldn't it be possible to select a bloody AT4  >:( ???




think-think-think  :P :beat:





Black Magic

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Re:Selectweapon - wtf, it doesn't work?
« Reply #19 on: 09 Oct 2002, 15:05:09 »
I take offence to that! >:(
But.. :-\
Regardless I shall ignore it and wish you all the best with your exams and heres $100 million (see you did get your dues in the end.. fool.. LOL) and a nice card which reads All The Best For Your Exams! :-*


Ya big meanie! :P

Gameer_77

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Re:Selectweapon - wtf, it doesn't work?
« Reply #20 on: 09 Oct 2002, 15:21:39 »
Hrm. Seanver said he was able to switch to a Tokarov - which is a 2ndery weapon so Gameers theory can't be right.
However in the Official, yes Official, v1.75 Commie Ref there is no switchWeapon command. Perhaps it was removed?

You sure the handguns a 2ndry weapon? I can't remember right now, but when you createvehicle a weaponholder, there are two types. Is the handgun not the primaryholder?  :-\

Tomb, if using lilmat's idea, try looping it. You'd need to switchmove it though, not playmove.

 :-*

 8)PEACE

Offline Tomb

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Re:Selectweapon - wtf, it doesn't work?
« Reply #21 on: 10 Oct 2002, 22:32:37 »
Well, frankly, all I got was two dancing clowns swinging their pipes around in the air  ::)

Allthough I'm not too fond of loops on these matters, I could use one here,
 :( as nothing else seem to be working the way I wanted it to.

I've put the mission on the "hold" -shelf back home untill something brilliant shows up.

 :-* :D I appreciate all the suggestions that I've had so far on the issue
you're still welcome, off course, to add new ideas/solutions in here; just
remember to read about the already tried stuff first, plz  ;)

Salute, all  :gunman: :thumbsup: