TheTrooper Posted May 9, 2021 Share Posted May 9, 2021 (edited) Hi, is there a way to script a unit to have 100% guns? It'm starting it at 0% but if it fires a missile to give it 100% guns. or even better actually a script to tell if a unit has fired? I would probably need something else though to give them their chaff and flares back later when required as I guess chaff or flares would also trigger it. Edited May 9, 2021 by TheTrooper ----------------------------------------------- Intel® Core™i7 Quad Core Processor i7-6700 (3.4GHz) 8MB Cache | 32GB HyperX FURY DDR4 2133MHz | MSI GeForce RTX 2070 ARMOR 8G |SSD 1TB 970 EVO Plus M.2 Link to comment Share on other sites More sharing options...
cfrag Posted May 9, 2021 Share Posted May 9, 2021 I'm not quite sure what your question is. 2 hours ago, TheTrooper said: Hi, is there a way to script a unit to have 100% guns? If by 100% guns you mean 100% of possible ammo, yes. But you can only control that before you spawn the unit when you create the payload table 2 hours ago, TheTrooper said: It'm starting it at 0% but if it fires a missile to give it 100% guns. I don't know what that means 2 hours ago, TheTrooper said: or even better actually a script to tell if a unit has fired? Yes, you can detect if a unit has fired. These are the events that you can subscribe to be notified, and I believe the S_EVENT_SHOOTING_START is the one you are interested in 2 hours ago, TheTrooper said: I would probably need something else though to give them their chaff and flares back later when required as I guess chaff or flares would also trigger it. I don't know what that means Link to comment Share on other sites More sharing options...
toutenglisse Posted May 9, 2021 Share Posted May 9, 2021 3 hours ago, TheTrooper said: Hi, is there a way to script a unit to have 100% guns? It'm starting it at 0% but if it fires a missile to give it 100% guns. or even better actually a script to tell if a unit has fired? I would probably need something else though to give them their chaff and flares back later when required as I guess chaff or flares would also trigger it. Yes, but only using workaround that is not optimal. The only way to turn an active unit with 0%gun to 100%gun, except rearm at base of course, is to replace it by same unit with same parameters (at the time you replace it) + 100%gun. It will be a dynamically created unit (you'll only be able to "work" on it by script, not with mission editor). You can make this happen when this unit shoots a missile, but the missile has to be "fire and forget" as the shooting unit will instantly disappear. Here an example : Mig29s invincible with 1 R77 and 0%gun VS F/A-18c invincible with 100%gun. When the Mig29s shoots with R77 it is replaced by another one with no missile and 100%gun. (replacement is not perfect as shared parameters are : point in space, heading and speed, but not same attitude/banking) test-replace-rearm2.miz Link to comment Share on other sites More sharing options...
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