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Thread: Adding Weapons to Turrets and A-10

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  1. #1
    Gunnery Sergeant Xeno426's Avatar
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    Adding Weapons to Turrets and A-10

    If this thread is better suited to the mission editing and scripting forum, please move it.
    I am trying to replace the two PKT machine guns in the Taki Mi-8 with KPVT guns. While I have been successful in replacing the gun in the crew chief's seat, I have not been so successful in the rear gunner. Is there a command to add a weapon to a specific turret like there is for magazines? Here's what I've got so far.
    Code:
    if (_unit isKindOf "Mi17_TK_EP1") then {{_vehicle removeMagazineTurret ["100Rnd_762x54_PK",[0]];} forEach [1,2,3,4,5,6,7,8,9,10,11]; {_vehicle removeMagazineTurret ["100Rnd_762x54_PK",[1]];} forEach [1,2,3,4,5,6,7,8,9,10,11]; _vehicle removeweapon "PKT"; _vehicle removeweapon "PKT_2"; _vehicle addMagazineTurret ["500Rnd_145x115_KPVT",[0]]; _vehicle addMagazineTurret ["500Rnd_145x115_KPVT",[1]]; _vehicle addWeapon "KPVT"; _vehicle addWeapon "KPVT";};
    Obviously this is not the entire script, just the part pertaining to this specific vehicle. I'm pretty certain the primary issue here is that "addWeapon" has not ability to intelligently assign the weapon to an empty turret, but I don't know any command that could do so. With this script the crew chief's gun works fine, but the rear gunner's weapon is backwards (facing the aircraft's forward hemisphere, i.e. into the cabin) and completely empty.


    On a different note, I've been trying to replace the GBU-12s and AGM-65s on the A-10 with Mk.82 bombs (from Mk82BombLauncher_6). While I can successfully replace all related weapons, the AIM-9s always get shoved down to one of the inner pylons, with Mk.82 bombs taking up the starboard sidewinder rails. Is there any way to get the AIM-9s to stay where they should be, or is this an issue BIS needs to fix?

  2. #2
    Moderator [FRL]Myke's Avatar
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    About the A10 issue: this is a BIS model issue although i doubt they will fix it since it is not really broken...just badly modelled.

    To understand what happens there, a short insight about ArmA 2's proxy weapon handling.
    The order on which missiles and bombs are loaded is related to proxy naming/numbering in the MLOD. Ideally they have continuing numbers starting from .001 ascending.
    Looking at the config file and dropping non-proxy weapons like gun and FFAR pods, the A-10 seems to have them numbered like this:

    001 & 002: outermost single pylons, holding AGM-65
    003 & 004: Sidewinder doubleholder
    005 to end: the 4 remaining pylons which has the GBU12 by default

    As the order on which the magazines are edded does matter, now you might see where the problem is: the numbers for the single pylons are splitted by the Sidewinder rails.

    Only workaround would be to load a 2 round bomb magzine first, then a 2 round Sidewinder magazine and finally a 4 round bomb magazine again.
    But also this has a major downside: while at start it might look correct, once the 2 bombs from the 2 round magazine are dropped, the weapon will visually "reload" the magazine, pushing the remaining proxy weapons around unpredictable (unless tested).

    So basically there is no workaround unless BIS releases the MLOD's so we can fix what they f***** up.

  3. #3
    Gunnery Sergeant Xeno426's Avatar
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    Author of the Thread
    Kinda figured the A-10 issue wasn't really fixable through scripts. Anything more on the multiple turret issue I've been having?

  4. #4
    Moderator [FRL]Myke's Avatar
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    I'm affraid there's nothing smart i could say about the turret issue. Better wait until someone with more knowledge in this matter shows up. Sorry mate.

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