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Author Topic: weapon crews?  (Read 446 times)

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Alcazar

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weapon crews?
« on: 16 Oct 2003, 13:42:03 »
Is it possible to simulate weapon crews? I've tried setting up an M2 with a gunner and a #2 crewman who takes over if the gunner gets killed. I'm using triggers and waypoints (my first try, using the uber-tutorial), with text and music to keep track of things. Sometimes the death of the gunner is ignored, sometimes the #2 stays put, and soemtines it all works fine. Eventually I'd like to have #2's for squad MG and AT wepaons with extra ammunition for when the gunner runs out, etc. At moment, I'm wondering if it possible at all...

Offline macguba

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Re:weapon crews?
« Reply #1 on: 16 Oct 2003, 14:58:36 »
There's a script for the M2 in the Ed Depot.   For ammo, there is a thread kicking around at the moment - use the forum search function.    I suspect you can add magazines just like you can to anything else.    Check the weapon and ammo listing for the correct name.

In more general terms, what you're proposing is definitely possible, though some simple scripting is probably the way forward rather than waypoints.    The most popular de-bugging method is to use hints.

If you're not that familiar with scripts (which are very easy to create and use) then have a look at snYpir's Friendly Intro to Code Snippets and also Johan Gustafsson's Scripting Tutorial.
Plenty of reviewed ArmA missions for you to play

Alcazar

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Re:weapon crews?
« Reply #2 on: 16 Oct 2003, 21:56:06 »
Thanks I'll check those out! :D

Offline Blanco

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Re:weapon crews?
« Reply #3 on: 16 Oct 2003, 23:35:33 »
http://www.ofpec.com/editors/browse.php?browsewhat=2&category=2_6

AI man MG after gunner dies1.0 from General Barron is the 1 U need,  ;)
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