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#1 Posted at 2017-01-01 20:32        
     
Hello again, I'm wondering if there is anyway to remove the flare launchers from aircraft, or at least reduce their effectiveness.

I'm trying to make an Air to air combat mission, but I find that I'm exhausting all my sidewinders to take down a single flanker... I'm getting the feeling that the flare defenses are a little over powered and missiles are pretty useless.

I would think I could just add a "removeWeapon ______" into the units init field, but I can't find any link that still works that lists the right line.

Added 1 hour 10 minutes later:

Ok, so I found that removeWeapon "CMFlareLauncher" works for the C-130, F35, AB8, L39, A-10, AH6, and SU25... but not the others...

So my next work around is this for the SU-34:
this setVehicleAmmo 0.00; this addMagazine "6Rnd_Ch29"; this removeWeapon "GSh301"; this addMagazine "180Rnd_30mm_GSh301"; this addWeapon "GSh301"; this addMagazine "4Rnd_R73"; this addMagazine "40Rnd_S8T";

But... this has some issues, that Gsh301 cannon still shows up in the pilots inventory, the 2nd one is added to the gunners weapon selection. If I don't add the GsH301 weapon, then the pilot's weapon doesnt get loaded (is it a different weapon? using different ammo?).
Also... same issue with the rocket launchers, the ammo is only available to the gunners rockets, not the pilots

*Incidentally, I found what is clearly a bug: in the unmodified SU-34, the pilot can fire 40 rockets, and then the gunner can fire 40 rockets, the SU-34 carries a total of 80 rockets, rather than 40 as would be expected from 2 of those 80mm pods.
How do I determine if the added weapon goes to the pilot or the gunner?

This post was edited by KerikBalm (2017-01-01 21:43, 294 days ago)


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W0lle  

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#2 Posted at 2017-01-03 20:42        
     
Your problem is the Su-34 which has the crew in "turrets". There you can't just remove or add weapons using removeWeapon/addWeapon because BI in their endless spendidness doesn't support the command for vehicles with turrets.

The same problem appears with helicopters where the crew also sits in "turrets". In vehicles with only one crew member, like the Su-25 for example, the problem does not exist.

So unless you create your own special Su-34 addon with the loadout you want, there's not much you can do actually.


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#3 Posted at 2017-01-03 21:08        
     
Well,in the end, the weapons show up in the gunner's inventory, so the SU-34s have all their weapons available to the pilot when using manual fire. The AI seems to be able to use this modified loadout just fine.

I find it a very ugly work around though... but it functions for the purposes of the mission I was making where I don't see the inside of the SU-34 cockpit.


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#4 Posted at 2017-01-04 00:20        
     
What about this command: removeWeaponTurret. Sorry, no time to test something.

PLEASE CONTACT ME ON BI FORUMS FOR ANY SCRIPT / MOD QUESTION. TKS

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#5 Posted at 2017-01-04 16:16        
     
removeWeaponTurret only works in Alpha3, this is about good old ArmA2. ;-)


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#6 Posted at 2017-01-04 16:49        
     
oups! :-[ removeMagazinesTurret should be better and accurate!

PLEASE CONTACT ME ON BI FORUMS FOR ANY SCRIPT / MOD QUESTION. TKS