Megagoth1702 Posted October 30, 2012 Posted October 30, 2012 (edited) Hey guys, I want a firefight to continue FOREVER. No shortage of magazines here! Without deactivating and activating groups - is there a way to give units unlimited ammo? I am talking infantry here. Thanks a lot! Edited November 1, 2012 by Megagoth1702 [sIGPIC][/sIGPIC] System specs:2500k @ 4.6 GHz 8GB RAM HD7950 OC'd Win7 x64 Posting tracks to make your DCS better - attention bump incoming!
Megagoth1702 Posted November 1, 2012 Author Posted November 1, 2012 Nothing? :( [sIGPIC][/sIGPIC] System specs:2500k @ 4.6 GHz 8GB RAM HD7950 OC'd Win7 x64 Posting tracks to make your DCS better - attention bump incoming!
xxJohnxx Posted November 1, 2012 Posted November 1, 2012 I think some units will eventually rearm, whoever it lasts at least one hour until they do so unfortunatly. Check out my YouTube: xxJohnxx Intel i7 6800k watercooled | ASUS Rampage V Edition 10 | 32 GB RAM | Asus GTX1080 watercooled
Megagoth1702 Posted November 1, 2012 Author Posted November 1, 2012 Yep, I have tested with AI soldiers and for some reason only the russian Ak soldier rearmed ater a FEW HOURS and he didnt even get more than 1-2 magazines... So only he did the shooting and that not for a long time. [sIGPIC][/sIGPIC] System specs:2500k @ 4.6 GHz 8GB RAM HD7950 OC'd Win7 x64 Posting tracks to make your DCS better - attention bump incoming!
Megagoth1702 Posted November 2, 2012 Author Posted November 2, 2012 Bump. Are there vehicles in the game that accelerate the rearm of units? For example a truck that gives soldiers in his group ammo? Thanks in advance. [sIGPIC][/sIGPIC] System specs:2500k @ 4.6 GHz 8GB RAM HD7950 OC'd Win7 x64 Posting tracks to make your DCS better - attention bump incoming!
Grimes Posted November 2, 2012 Posted November 2, 2012 Its a limitation of how the ground weapons are setup. Aside from modifying the individual unit script files to add more ammunition, there is nothing you can do at the moment. The right man in the wrong place makes all the difference in the world. Current Projects: Grayflag Server, Scripting Wiki Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread) SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum
Megagoth1702 Posted November 3, 2012 Author Posted November 3, 2012 Thanks Grimes. Dammit. :-/ [sIGPIC][/sIGPIC] System specs:2500k @ 4.6 GHz 8GB RAM HD7950 OC'd Win7 x64 Posting tracks to make your DCS better - attention bump incoming!
MasterZelgadis Posted December 12, 2012 Posted December 12, 2012 Would like to bump this one. Still no way to rearm? I want a column of tanks drive to the enemy "base", where a firefight shall go on. But I want some smaller fights on that way. But after the first encounter, all ammo is used, thats very annoying "Sieh nur, wie majestätisch du durch die Luft segelst. Wie ein Adler. Ein fetter Adler." http://www.space-view.net
LeadDoctor Posted December 12, 2012 Posted December 12, 2012 Hopeful rearming will be implemented. I still hold on to hope that some day the DCS ground war can be won! :joystick: AMD 955, Asus M4A79t, 12GB 1600 cas7 Mushkin red line and black line, EVGA 670 FTW, Samsung 840 SSD 250GB, Samsung spin point 620GB x3 extra storage.
phr33dumb Posted September 20, 2015 Posted September 20, 2015 Hi All. Has anyone manage to figure something out on regarding infinite ammo for infantry? I'm building my first mission, and would like the A10's to see the firefight ensuing below them when they scan for enemy with their TGP. Any advice will be greatly appreciated. Thank you
Backy 51 Posted September 20, 2015 Posted September 20, 2015 Hopeful rearming will be implemented. I still hold on to hope that some day the DCS ground war can be won! :joystick: Sounds like a great role for tactical airdrop via C-130 and C-17! :D I don't need no stinkin' GPS! (except for PGMs :D) [sIGPIC][/sIGPIC]
LFCChameleon_Silk Posted September 20, 2015 Posted September 20, 2015 I was under the impression that the rearming process is very slow if no logistics are nearby, is this not correct?
Grimes Posted September 21, 2015 Posted September 21, 2015 Ground force re-arming has changed considerably since this post was created. Previously all units had a set re-arm time that kicked in whenever they completely ran out of ammunition. Now the re-arm is dependent on being near a warehouse object like trucks, ammo depots, or an owned airbase or farp. AI have a set amount of ammunition available, if they are near a warehouse and are either out of ammo or combat they will automatically be rearmed. During re-arm units cannot move and re-arm time is dependent on number of munitions being rearmed. For example of a TOW Humvee fired one TOW and gets rearmed it will take 1-2 minutes, if it fired all of its TOWs it will take 5-8 minutes to rearm. There are items on the internal wishlist to allow for infinite ammo and allow AI to abort re-arming to engage targets. Overall the change is better for realism but worse for long term missions were ammunition and logistics have to be considered. The right man in the wrong place makes all the difference in the world. Current Projects: Grayflag Server, Scripting Wiki Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread) SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum
Wrecking Crew Posted September 21, 2015 Posted September 21, 2015 Look in my mission called Erl Sis -- available on my Wrecking Crew Projects site. Look at the events that control an ambush of a Blue convoy, and the infantry firefight that ensues. There is some Immortal and some group activations to keep the battle going. WC Visit the Hollo Pointe DCS World server -- an open server with a variety of COOP & H2H missions including Combined Arms. All released missions are available for free download, modification and public hosting, from my Wrecking Crew Projects site.
Thisdale Posted July 26, 2016 Posted July 26, 2016 Hi All. Has anyone manage to figure something out on regarding infinite ammo for infantry? I'm building my first mission, and would like the A10's to see the firefight ensuing below them when they scan for enemy with their TGP. Any advice will be greatly appreciated. Thank you I'm in the same boat. Kind of a bummer for spectacle setup... http://www.youtube.com/konotani Computer Specs: Z97X-gaming Mobo 4670k i5 24G DDR3 GTX 1080 Asus PG278Q Rog Swift 27-INCH G-SYNC Valve Index Thrustmaster Warthog Fanatec Clubsport Pedals (used as Rudders) Thrustmaster T300 Arcantera Wheel Obutto R3volution rig
Thisdale Posted May 24, 2018 Posted May 24, 2018 I'm gonna bump this. 'cause its 2018 and we still don't have the availability of "infinite ammo" for ground troops. http://www.youtube.com/konotani Computer Specs: Z97X-gaming Mobo 4670k i5 24G DDR3 GTX 1080 Asus PG278Q Rog Swift 27-INCH G-SYNC Valve Index Thrustmaster Warthog Fanatec Clubsport Pedals (used as Rudders) Thrustmaster T300 Arcantera Wheel Obutto R3volution rig
ESAc_matador Posted May 25, 2018 Posted May 25, 2018 Why don't you copy the group info, eliminate, and respawn in the same exact position....
moespeeds Posted July 20, 2018 Posted July 20, 2018 I was looking for the same effect. I found that if I put a Ural 4320-31 armored near the troops, they didn't run out of ammo, at least for the 20 min that I watched! Moe "Moespeeds" Colontonio vVMA 231 http://www.vvma-231.com/ Looking for a serious US based Harrier Squadron? We are recruiting!
Delta99 Posted July 21, 2018 Posted July 21, 2018 Ground force re-arming has changed considerably since this post was created. Previously all units had a set re-arm time that kicked in whenever they completely ran out of ammunition. Now the re-arm is dependent on being near a warehouse object like trucks, ammo depots, or an owned airbase or farp. AI have a set amount of ammunition available, if they are near a warehouse and are either out of ammo or combat they will automatically be rearmed. During re-arm units cannot move and re-arm time is dependent on number of munitions being rearmed. For example of a TOW Humvee fired one TOW and gets rearmed it will take 1-2 minutes, if it fired all of its TOWs it will take 5-8 minutes to rearm. There are items on the internal wishlist to allow for infinite ammo and allow AI to abort re-arming to engage targets. Overall the change is better for realism but worse for long term missions were ammunition and logistics have to be considered. @grimes is there a sling loadable crate or some sorts that is considered a warehouse object. Is there somewhere I can look to determine what is or is not a warehouse object? My Missions: Valley Patrol Mission :: Valley Escort Mission :: A2A Engagements
chromium Posted July 23, 2018 Posted July 23, 2018 @grimes is there a sling loadable crate or some sorts that is considered a warehouse object. Is there somewhere I can look to determine what is or is not a warehouse object? I tried to ask this with no luck. As far for my test with "ammo" crates, it doesn't provide a warehouse addition. Author of DSMC, mod to enable scenario persistency and save updated miz file Stable version & site: https://dsmcfordcs.wordpress.com/ Openbeta: https://github.com/Chromium18/DSMC The thing is, helicopters are different from planes. An airplane by it's nature wants to fly, and if not interfered with too strongly by unusual events or by a deliberately incompetent pilot, it will fly. A helicopter does not want to fly. It is maintained in the air by a variety of forces in opposition to each other, and if there is any disturbance in this delicate balance the helicopter stops flying; immediately and disastrously.
secretcode Posted May 11, 2020 Posted May 11, 2020 It's 2020, do you guys know if there is a solution for this yet?
Pikey Posted May 11, 2020 Posted May 11, 2020 It's 2020, do you guys know if there is a solution for this yet? Respawning them or ammo trucks. You cannot change ammo states of items in the game with scripting. ___________________________________________________________________________ SIMPLE SCENERY SAVING * SIMPLE GROUP SAVING * SIMPLE STATIC SAVING *
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