Ok, i've cracked it!! ;D
I am a total scripting n00b but it works.......correct me if i am wrong but from what i can gather, the script checks if he has less than 5 mags and if so, disarms him and then rearms him, right??
U said that once dude has fired, he still has 5 mags......so i set the script to only give him 3 M-16 mags, therefore the script only counts 4 mags (including the AA) and rearms him.
I remembered how to loop a cam script in order to get the cam to follow the vehicle, so i applied the same thing to this and by jove it works old boy!!! ;D
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#loop
_man1 = _this select 0
?(count _this)!=5:exit
~30
removeallweapons _man1
_man1 addmagazine "m16"
_man1 addmagazine "m16"
_man1 addmagazine "m16"
_man1 addweapon "m16"
_man1 addmagazine "AALauncher"
_man1 addweapon "AALauncher"
_man1 removeeventhandler ["fired",AE]
goto "loop"
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Now my stinger site has an endless supply of missiles!!
I have upped the delay time tho, 15 seconds is pretty quick to reload a Stinger, especially as OFP seconds are slightly shorter than real-time
Thanx for your help with the initial script DeadDog....much aprieciated!!
(Darn, the extra smileys aint working!!)
[Edit] Whoops, sorry Iwesshome, i forgot u gave the initial script
Thanxs to both of u for your help!! ;D