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Posted

Anyone ever made a successful script that returns if a plane has any built in cannon ammo left?

 

I can’t for the life of me figure out how to do it using getAmmo

Posted

it is PITA .......... diff aircraft have different bullets, so handling them all will take a lot of work

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  • 2 months later...
Posted

In case you're still in need for, or for anyone else who needs to know, I just got usage of getammo function.
Here a function I made to see how it returns values (but in purpose of checking WM's ammo). Gun ammo is the first [1] value returned, but when depleted the first entry is replaced by ammo that was in second entry. If you want to keep track of gun ammo only you could check if WeapTable[1]["desc"]["displayName"] is still equal to "M61_20_HE sans traceurs" (in my F18 exemple and in french), if not then gun ammo is zero.
I put 10 entries to eventually cover varied ammo on high hardpoint count aircraft.

 

missionCommands.addCommand('Check my ammo', nil, MA_Dec2Weapons)

 

function MA_Dec2Weapons()

        local Wingman = Unit.getByName('Blue F18c 1-1') --my aircraft unitName
        local WeapTable = Unit.getAmmo(Wingman)
        if WeapTable[1] and WeapTable[1]["count"] and WeapTable[1]["desc"]["displayName"] then
        trigger.action.outText('You have : ' .. WeapTable[1]["count"] .. ' ' .. WeapTable[1]["desc"]["displayName"] .. '.', 10)
        end
        if WeapTable[2] and WeapTable[2]["count"] and WeapTable[2]["desc"]["displayName"] then
        trigger.action.outText('' .. WeapTable[2]["count"] .. ' ' .. WeapTable[2]["desc"]["displayName"] .. '.', 10)
        end
        if WeapTable[3] and WeapTable[3]["count"] and WeapTable[3]["desc"]["displayName"] then
        trigger.action.outText('' .. WeapTable[3]["count"] .. ' ' .. WeapTable[3]["desc"]["displayName"] .. '.', 10)
        end
        if WeapTable[4] and WeapTable[4]["count"] and WeapTable[4]["desc"]["displayName"] then
        trigger.action.outText('' .. WeapTable[4]["count"] .. ' ' .. WeapTable[4]["desc"]["displayName"] .. '.', 10)
        end
        if WeapTable[5] and WeapTable[5]["count"] and WeapTable[5]["desc"]["displayName"] then
        trigger.action.outText('' .. WeapTable[5]["count"] .. ' ' .. WeapTable[5]["desc"]["displayName"] .. '.', 10)
        end
        if WeapTable[6] and WeapTable[6]["count"] and WeapTable[6]["desc"]["displayName"] then
        trigger.action.outText('' .. WeapTable[6]["count"] .. ' ' .. WeapTable[6]["desc"]["displayName"] .. '.', 10)
        end
        if WeapTable[7] and WeapTable[7]["count"] and WeapTable[7]["desc"]["displayName"] then
        trigger.action.outText('' .. WeapTable[7]["count"] .. ' ' .. WeapTable[7]["desc"]["displayName"] .. '.', 10)
        end
        if WeapTable[8] and WeapTable[8]["count"] and WeapTable[8]["desc"]["displayName"] then
        trigger.action.outText('' .. WeapTable[8]["count"] .. ' ' .. WeapTable[8]["desc"]["displayName"] .. '.', 10)
        end
        if WeapTable[9] and WeapTable[9]["count"] and WeapTable[9]["desc"]["displayName"] then
        trigger.action.outText('' .. WeapTable[9]["count"] .. ' ' .. WeapTable[9]["desc"]["displayName"] .. '.', 10)
        end
        if WeapTable[10] and WeapTable[10]["count"] and WeapTable[10]["desc"]["displayName"] then
        trigger.action.outText('' .. WeapTable[10]["count"] .. ' ' .. WeapTable[10]["desc"]["displayName"] .. '.', 10)
        end

end

AmmoCounter.jpg

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