when I play as a AA specialist there is only one ammo
how can I set the amount of ammo please?
when I play as a AA specialist there is only one ammo
how can I set the amount of ammo please?
Well that depends what load out you want. If you want to have 2 Stinger missiles you will not be able to hold any other primary weapon ammo, Stinger ammo takes up 6 primary ammo slots each.
If you want to set it up like this just put this into that units init line:
Infinite ammo, I'm not sure. Never used it before. It can probably be scripted though.Code:removeAllWeapons this; this addWeapon "Stinger"; this addMagazine "Stinger"; this addMagazine "Stinger";
Last edited by Manzilla; Jun 9 2009 at 14:15.
for infinte ammo add an eventhandler to the unit that is firing the aalauncher. add a "fired" EH and make it add one stinger or strella to the unit. there u go, infinite ammo.
Hi all
For realism the correct method is to place an Ammo box next to the AA player so they can rearm.
If you are creating a mission then you can you use any of the above methods. Any of the listed methods should be inserted in the mission by the mission designer. If the mission designer does not want you to have more than one missile, they can do so for a game reason. It is realy up to you as the creator of the mission.
Kind Regards walker
Last edited by walker; Jun 9 2009 at 14:32.
You are only a bullet away from being stupid.
The easy way :
Make a radio alpha, in repeatable, and, in the init : nameofyourunit addmagazine "blablabl".
Isn't player setvehicleammo 1 enough?
yes setvehicleammo 1 should be enough. but you still have to trigger it. Again it depends on what the mission designer wants to archive. if its an AI controlled AA Infantrist and he should always have full ammo, using the addeventhandler noted by me above would be the best trick.
an alternative would be to place a trigger with its condition checking if the unit has ammo for a specific weapon. Of course it should be repeatable if its supposed to refill more than once. in its activation the trigger calls the setvehicleammo command.
if the player should be able to control when a unit gets full ammo again a radio trigger will do the trick.
true unlimited weapons...
place in the init of the unit:
this exec "UAmmo.sqs";
UAmmo.sqs
Code:hint "Uber Weapons -- unlimited ammo for all weapons"; #start (vehicle player) setvehicleammo 1; ~0.01 goto "start"
shooting 2000 stingers in 60 seconds isn't realism... but i really don't care.![]()
A better method is to use an addeventhandler in combination with setvehicleammo. Put this in the unit's init field:
Code:this addeventhandler ["fired", {(_this select 0) setvehicleammo 1}]
Last edited by trini scourge; Jun 10 2009 at 19:57.