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#1 Posted at 2012-10-07 04:16        
     
I am trying to set a A10 for my mission to have extra ammo.
Example: this addMagazine "4Rnd_GBU12";
But when the A10 respawns the extra bombs are gone. Is there a way to fix it so the bombs are there when the plane respawns?


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Pirin  



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#2 Posted at 2012-10-07 05:00        
     
A-10 CAS Loadout Example

You'd just need to add in the commands to change weapons/loadout or add back in the cheaty ammo after you respawn however you're respawning.

Here's a demo mission. It shows a CAS loadout, and all LGB loadout and the "just add more bombs" loadout in your example. Use Radio triggers to destroy the planes to watch them respawn.

This post was edited by Pirin (2012-10-07 05:29, ago)


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#3 Posted at 2012-10-07 08:30        
     
I still can't seem to get it to respawn with the loadout I gave it. I am using http://www.armaholic.com/page.php?id=6080 for my vehicle respawn. I'm not sure if it has to do with this script.


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#4 Posted at 2012-10-07 08:54        
     
Did you check my demo mission? The plane that starts to your left uses the code you posted to just add more magazines instead of more bombs on pylons. Check the init field for that one, it shows you how to get it to rearm after respawn via init.

this addMagazine "4Rnd_GBU12"; veh = [this, 5, 10, 0, FALSE, FALSE, "this addMagazine '4Rnd_GBU12'"] execVM "vehicle.sqf";

You'd want to change the numbers to match your required respawn times of course.


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#5 Posted at 2012-10-08 03:46        
     
Thanks alot I should have looked harder but I was tired I am just going to post what i did for future help for people.
All I did was use the a10loadout.sqf in the demo mission you posted.
I took the initialization out of the jet and put:

nul = [this,"cas"] execVM "a10Loadout.sqf"; veh = [this, 60, 1800, 0, FALSE, FALSE, "nul = [this,'cas'] execVM 'a10Loadout.sqf'"] execVM "vehicle.sqf";

I changed the name of the jet too cas as you can see in the code. I opened the a10loadout.sqf and left case "CAS" the same. Then I did this to get it to all work.

[/cas addWeapon "VikhrLauncher";
		       {cas addMagazineTurret ["12Rnd_Vikhr_KA50",[-1]];} forEach [1,2,3]; this addEventHandle ["handleDamage", { false }];
			cas removeweapon "FFARLauncher_14";
                        cas removeweapon "BombLauncherA10";
                        cas addweapon "BombLauncher";
                        cas addweapon "FFARLauncher";
                       {cas addMagazineTurret ["38Rnd_FFAR",[-1]];} forEach [1,2,3];
                       {cas addMagazineTurret ["2Rnd_Maverick_A10",[-1]];} forEach [1,2,3];
                       {cas addMagazineTurret ["2Rnd_Sidewinder_AH1Z",[-1]];} forEach [1,2,3];     
                       {cas addMagazineTurret ["6Rnd_GBU12_AV8B",[-1]];} forEach [1,2,3];
                       {cas addMagazineTurret ["1350Rnd_30mmAP_A10",[-1]];} forEach [1,2,3];]


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Pirin  



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#6 Posted at 2012-10-08 04:16        
     
Hah, that seems to work just fine. Glad you're happy. :)






Tags: A10, Ammo, Bombs, Init