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Lord Nausea
Nov 5 2001, 16:05
I need to know how many pipebombs a soldier has.
I tried 'ap ammo "pipebomb"' but this always results in 0.

Can anyone help?

(Edited by Lord Nausea at 7:05 pm on Nov. 5, 2001)

luderick
Nov 5 2001, 19:21
never see "pipe bomb" in this game? although the manul said there is.......... I think they mean "snatch charges" instead. If that is the case, it varies from different kind of soldiers, usually 4, civilian 3 and superisingly, machine gunner can take 6 if you throw away everything.

Damage Inc
Nov 5 2001, 19:25
Satchel charges are called pipebombs in the editor.

Lord Nausea
Nov 5 2001, 20:16
I don't want to know how many a person can carry but how many a person actually carries!

InqWiper
Nov 5 2001, 20:25
Err...none...a soldier doesnt have any Satchel Charges/Pipebombs, only Black Op and Black Op (day) carries them and they carry 3.
If U have satchel charges U can see it in the action menue ----> Put Satchel Charge (3 left) (or if U have 2 it will say 2...)

Lord Nausea
Nov 5 2001, 21:07
Yes I know. Normally only BlackOps carry satchels.
But I need always the actual number for a script I'm writing. I want to react to the number of satchels the person carries.

MotherRussiaAK74
Nov 5 2001, 21:10
SpetzNatz as well carries them.

rgoff31
Nov 8 2001, 21:50
I have been thinking that the satchel charges can be
used as a pretty evil weapon.
Arming one at the flags and setting it off when someone gets that flag.

dimitri has the flag *click* Boom!

Is there anyway to disarm Satchel Charges or Mines?

maodiver
Nov 8 2001, 22:33
you're right...that would be pretty evil.....
*me thinking -- "haha, got the flag, they never going to catch me!!!" BOOM.

ROTFLMAO

Shirson
Nov 9 2001, 04:32
</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Quote: from Lord Nausea on 1:05 am on Nov. 6, 2001
I need to know how many pipebombs a soldier has.
I tried 'ap ammo "pipebomb"' but this always results in 0.
Can anyone help?
[/QUOTE]<span id='postcolor'>

Show wholly script, what u use.

Space Cadet
Nov 9 2001, 09:36
the ammo command dosn't work because it is used to return the number of rounds currently loaded in a weapon.

For a M16 it will return between 0 and 30
For a law either 0 or 1
etc

as a pipebomb is not a weapon in this sense, it will always be zero, as a pipebomb has no ammo loaded.

Hmm, guess I'm, not being very useful, telling you why it dosn't work, but i'm not sure how to do this myself.

Sorry

Shirson
Nov 9 2001, 10:27
unitName hasWeapon "PipeBomb" return ToF for unit. How get count of pipebombs i d'not know... yet.

Lord Nausea
Nov 9 2001, 11:42
I used 'unit ammo "pipebomb"'. That returns 0 for a OFP-generated BlackOp. But if I remove his pipebombs and the pipebomb-"weapon" and add it again, I have two entries for the pipebombs in my actionmenu. If I add the ammo before the weapon 'unit ammo "pipebomb"' returns the 1 as I want it to be.

Space Cadet
Nov 9 2001, 14:33
You could try something like this (this is untested, so probably full of errors :biggrin: )

_Unit = _this select 0
_Counter  = 0
BombCount  = 0

;check if the unit has any bombs
#CHECK
?(_Unit hasWeapon "PipeBomb" ) :Goto “REMOVE”
goto “End”

;remove a bomb and add one to bombcount
#REMOVE
_this removeweapon “PipeBomb”
BombCount = BombCount + 1
goto “CHECK”

;Add bombs again and exit script
#END
?(_Counter = BombCount):goto “EXIT”
_this addweapon “PipeBomb”
_Counter = _Counter + 1
goto “END”

#EXIT
Exit

what I'm trying to do is use see if the unit has any bombs, and if he does add one to BombCount, then remove a bomb.  Loop this until he has no more bombs, then BombCount will equal the number of bombs he had.

I the add the apprapriate number of bombs back into his inventry.

Like I said it is untested so you will probably need to tweak it.


(Edited by Space Cadet at 6:56 pm on Nov. 9, 2001)