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Thread: UH60 M134, addMagazine for 2nd Gun?

  1. #1
    Hi,

    i want to reload my UH60 Miniguns, so addmagazine "2000Rnd_762x51_M134" works fine, BUT only for the Chiefgunners gun, the rightside gun wont get any magazines...

    how comes and how to change?

  2. #2
    Wow, I completely overlooked that. You're right, the new multiple turret structure on vehicles might complicate using add/removeweapon/magazine.

    I don't think BIS thought of this either, if so they might have added some new commands... hmm, anyone have any ideas?
    VBS2 Designer

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  3. #3
    try setAmmoCargo instead. Not sure if this will work and its probably not the best way but you could then use the addmagazine and removemagazine commands on the primary gunner. So if both shoot off 1 full belt of ammo and you only want to give the secondary gunner a new one just
    this setammocargo 1; this removemagazine "2000Rnd_762x51_M134"

  4. #4
    Quote Originally Posted by (Millenium7 @ Dec. 13 2006,02:52)
    try setAmmoCargo instead. Not sure if this will work and its probably not the best way but you could then use the addmagazine and removemagazine commands on the primary gunner. So if both shoot off 1 full belt of ammo and you only want to give the secondary gunner a new one just
    this setammocargo 1; this removemagazine "2000Rnd_762x51_M134"
    This still doesn't replace the use of add/removeweapon/magazine, there are many examples where someone would have to add a new weapon or magazine to a specific turret, or remove one.

    Edit: Also, setAmmoCargo only sets the ammo stored in a vehicle that can rearm other vehicles (like an ammo truck), so no this wouldn't even work anyway. I really hope someone is able to find out how (if possible at all) to use these (and other) commands with this new turret system, and I'd also like to know how the turrets act, can they be specifically targetted for a command or only the vehicle itself?




  5. #5
    This might help :

    http://community.bistudio.com/wiki/A...sault:_Weapons

    Scroll down to the vehicles section.

    It could work.
    Click here
    Spoiler:

  6. #6
    Quote Originally Posted by (MehMan @ Dec. 14 2006,14:59)
    This might help :

    http://community.bistudio.com/wiki/A...sault:_Weapons

    Scroll down to the vehicles section.

    It could work.
    No, it doesn't help. While the turrets have different weapon classnames (my guess is they need it like that for the gatling animations to work independently), they share the same magazine. And still there is an apparent need to be able to target specific turrets when using the add/removeweapon/magazine commands.

  7. #7
    Ah, oh well. Was just trying to be helpfull.

  8. #8
    ? local (vehicle player) : (vehicle player) setVehicleAmmo 1

    This will rearm your UH60MG to 100%, both weapons, so it means 2000 bullets per MG.
    As Confucious never said... \"If AI can't go to your chopper... maybe AI hasn't got his legs yet\".

  9. #9
    With that last line, you will not need addMagazines and that kind of commands.

    Why?

    As setVehicleAmmo is refilling only the actual magazine, as UH60MG has only one magazine per weapon... it will rearm the whole vehicle at the 'value' in a percentage way that you are setting.

    setVehicleAmmo can rearm from 0 ammo in weapons.

  10. #10
    Still, it doesn't help when we want to add/remove new magazines and weapons.

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