Hi
Just a few more questions from a scripting/editing newbie.
I am trying to make a script that simulates a airdefence flak cannon thingie. I am almost there with using a shilka or vulcan, because I found listed their ammotypes. But I really want to make it work with the BAS Goverment ZU-23-2 or any other ZU's. I have looked in ammolists and sneaked into various pbo files, but I'm not getting close.
1) Does anyone know the name of the ammo for this addon vehicle?
2) And so, how on earth did you find it?
Currently I'm using a shilka, where I am controlling the rate of fire using doFire target ~0.2 and doFire Dummy (not "aimable" due position). I couldn't get the "NEVER FIRE" (Blue?) command to work this way. I also did a wild guess at doFire NULL but that didn't seem to do anything good either.
3) Is there a better way of controlling a doFire and "don'tFire" sequence to reduce the firing rate?
I would prefer to use the ZU-23-2 because of it's limited firing rate, maybe getting rid of that firecontrol alltogether. However, the ZU-23-2's shells, whatever they are, can take down any aircraft with just a few rounds fired.
4) Is there any way of shooting blanks and do scripted damage control?
Setting gunners skill very low lowered his firing rate (excellent!), but his aim is still far too good. In an attempt of making the AI a lousy shot, I used setSkill for the gunners initfield to very low, but now he never even takes a single shot? I guess commander should be high so that aircraft can be spotted early enough and be assigned a target by him.
5) Is this a bug in the engine?
As already said, I'm using a shilka in this role currently (because I know the ammoname). The script is setup to create a flak (friendly AI, called by radio) randomly around the aircraft with an approximate delay for which the tracer (regular shilkacannon ammo) takes to reach the aircraft coordinates. A bit messy coded and not userfriendly, but it kindof works. However, this distancebased delay from fired to explosion tend to get large when the distance increase, causing an unnaturally long delay between each successive shit.
6) Is it possible to use two loops independantly within a script to prevent refire having to wait for the explosions?
Any help appreaciated.