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Thread: High Command - Weapon Teams Command Script (control MG and Mortar Teams)

  1. #11
    Quote Originally Posted by gunterlund21 View Post
    your mission still show side equals EAST

    ---------- Post added at 03:50 PM ---------- Previous post was at 03:49 PM ----------

    Your mission still shows side equals east
    yup, need to change both if cases to west (or you could remove the if statements since they are not really needed right now, assuming you know how to do that)

  2. #12
    also in the init line of your team leader you need to create a group ie g1=group this. You dont name the team leader g1

    ---------- Post added at 08:50 PM ---------- Previous post was at 08:45 PM ----------

    Igneous01 what would also be very cool is if you have a crew served weapon have the crew fill all the avail slots of the weapon. ie mortars have two slots I believe. In your example 1 guys mans the mortar the other two hang out. Maybe to an array of the weapon slots on init. Just a thought
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  3. #13
    As i mentioned earlier somewhere and what i think is common knowledge this doesnt work if units enter then exit a vehicle, which is a pain... they exit and move/deploy no problem but do not man weapon from memory, this is a BIS issue i believe.

  4. #14
    Quote Originally Posted by Katipo66 View Post
    As i mentioned earlier somewhere and what i think is common knowledge this doesnt work if units enter then exit a vehicle, which is a pain... they exit and move/deploy no problem but do not man weapon from memory, this is a BIS issue i believe.
    hmm strange, I never encountered that (yet). Thanks for the heads up.

    Igneous01 what would also be very cool is if you have a crew served weapon have the crew fill all the avail slots of the weapon. ie mortars have two slots I believe. In your example 1 guys mans the mortar the other two hang out. Maybe to an array of the weapon slots on init. Just a thought
    Shouldn't be too hard to implement, I may have some slight issues with getting the passenger of the mortar switch to gunner if the gunner dies, but it shouldn't be too difficult.

    I just need to figure out someway of storing ammo for the static weapons so that the player cant packup/deploy and get standard ammo all over again.

  5. #15
    Thanks guys I got it working now.

    I have implmented in Extended HC and works perfectly so far.

    I assume I can replace the MG with any other static weapon such as Tow?
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  6. #16
    Quote Originally Posted by CaptainBravo View Post
    Thanks guys I got it working now.

    I have implmented in Extended HC and works perfectly so far.

    I assume I can replace the MG with any other static weapon such as Tow?
    technically, yes you can, it can be whatever static weapon you want it to be, just make sure this is the MGGroup weapon that is being replaced and not the mortar group

  7. #17
    Script has been updated with much more features and a nicer looking menu. first post updated.

  8. #18
    Thanks for taking the time to inform us about your release


    Release frontpaged on the Armaholic homepage.


  9. #19
    Very cool addon. Like the high command fire control. Very clever!

  10. #20

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