NAIL Posted October 31, 2014 Report Share Posted October 31, 2014 Any way to make it so you can add ammo to this bird from your gear like all the other DZE heli and trucks? I do not want them to be permanently armed like the DZ version, but I want it to be a viable weapon on my servers arsenal. calamity 1 Link to comment Share on other sites More sharing options...
0 Tricks Posted October 31, 2014 Report Share Posted October 31, 2014 I don't think you can. You could however use Axeman's service point add on and have your players rearm the chopper that way. Link to comment Share on other sites More sharing options...
0 calamity Posted October 31, 2014 Report Share Posted October 31, 2014 Any way to make it so you can add ammo to this bird from your gear like all the other DZE heli and trucks? I do not want them to be permanently armed like the DZ version, but I want it to be a viable weapon on my servers arsenal. I pm you solution Link to comment Share on other sites More sharing options...
0 Tricks Posted October 31, 2014 Report Share Posted October 31, 2014 I pm you solution Can you post it? I would love to know! Link to comment Share on other sites More sharing options...
0 calamity Posted November 1, 2014 Report Share Posted November 1, 2014 Can you post it? I would love to know! I will pm you I just have not tested yet to actually post Link to comment Share on other sites More sharing options...
0 calamity Posted November 3, 2014 Report Share Posted November 3, 2014 Can you post it? I would love to know! I will pm you I just have not tested yet to actually post Any way to make it so you can add ammo to this bird from your gear like all the other DZE heli and trucks? I do not want them to be permanently armed like the DZ version, but I want it to be a viable weapon on my servers arsenal. ok I decided instead of right click to just use cursorTarget since players never know to right click on stuff..... just add this to the bottom of your custom fn_selfActions.sqf _hasm134mag = "2000Rnd_762x51_M134" in magazines player; if (cursorTarget isKindOf "AH6J_EP1_DZE" and _hasm134mag && (player distance cursorTarget < 4)) then { if (s_player_litl < 0) then { s_player_litl = player addAction ["add M134 ammo","custom\littlebird.sqf",cursorTarget, 0, false, true, "",""]; }; } else { player removeAction s_player_litl; s_player_litl = -1; }; then keep the littlebird.sqf that I already provided you guyz.... where you have it custom\littlebird.sqf I tested and working great however since the 4000Rnd_762x51_M134 does not spawn ( at least for me) I may be changing it to require 2, 2000Rnd_762x51_M134 mags. but for now just one 2000 rnd mag will give littlebird the 4000 rnd mag I also want to thank NAIL for asking for this feature... I never would have known that players cannot load ammo on the AH6J_EP1_DZE since I never really play much anymore question: are there any other vehicles that players cannot load ammo into ??? Link to comment Share on other sites More sharing options...
0 Tricks Posted November 3, 2014 Report Share Posted November 3, 2014 Thanks so much for the contribution! Can you show me a method where u need two 2000Rnd mags and if you only have one a message pops up saying u need a second? The pook helicopters with the mounted "grenade" launcher cant be reloaded. Also small bug to report: After adding the ammo the option is still there. When you add it again the chopper will take it and remove it from your inventory even if its full. Link to comment Share on other sites More sharing options...
0 NAIL Posted November 4, 2014 Author Report Share Posted November 4, 2014 Thank you, I have not been able to test or add this yet, it fell off my top priority, but will be installed soon. Link to comment Share on other sites More sharing options...
0 calamity Posted November 4, 2014 Report Share Posted November 4, 2014 in fn_selfActions.sqf add this to bottom this says if cursorTarget isKindOf "AH6J_EP1_DZE and player has a 2000Rnd_762x51_M134 in magazines then call littlebird.sqf _hasm134mag = "2000Rnd_762x51_M134" in magazines player; if (cursorTarget isKindOf "AH6J_EP1_DZE" and _hasm134mag && (player distance cursorTarget < 4)) then { if (s_player_litl < 0) then { s_player_litl = player addAction ["add M134 ammo x2","custom\littlebird.sqf",cursorTarget, 0, false, true, "",""]; }; } else { player removeAction s_player_litl; s_player_litl = -1; }; littlebird.sqf this says if its called and player has 2 2000Rnd_762x51_M134" in magazines player then add 1 4000 rnd mag to nearest littlebird and remove 2 magazines from players inventory else systemchat "You do not two 2000 Round M134 ammo in your inventory private ["_magazinm134","_vehicle"]; _magazinm134 = [currentMagazine player] + (weapons player) + (magazines player); _vehicle = vehicle player; _driver = driver (vehicle player); call r_player_removeActions2; if (("2000Rnd_762x51_M134" in _magazinm134) and ("2000Rnd_762x51_M134" in _magazinm134)) then { player removeMagazine "2000Rnd_762x51_M134"; player removeMagazine "2000Rnd_762x51_M134"; _lilbird = nearestObject [player, "AH6J_EP1_DZE"]; vehicle _lilbird addMagazine "4000Rnd_762x51_M134"; systemchat "You have added two magazines to the little bird."; } else { systemchat "You do not two 2000 Round M134 ammo in your inventory."; }; edit... not working correctly yet....... Link to comment Share on other sites More sharing options...
0 calamity Posted November 7, 2014 Report Share Posted November 7, 2014 ok guyz.. I this way seems to work, without needing to add ammo 2 times credit to sandbird and CordIAsis for helping with issues I had fn_selfActions.sqf _isalb = cursorTarget isKindOf "AH6J_EP1_DZE"; _mgQTY = {_x == "2000Rnd_762x51_M134"} count magazines player; if (_mgQTY >= 2 and _isalb) then { if (s_player_litl < 0) then { s_player_litl = player addAction ["add M134 ammo x2","custom\littlebird.sqf",cursorTarget, 0, false, true, "",""]; }; } else { player removeAction s_player_litl; s_player_litl = -1; }; littlebird.sqf private ["_lilbird","_isalb","_mgQTY"]; _lilbird = nearestObject [player, "AH6J_EP1_DZE"]; _isalb = cursorTarget isKindOf "AH6J_EP1_DZE"; _mgQTY = {_x == "2000Rnd_762x51_M134"} count magazines player; _sounddist = 20; _dis=100; if (_mgQTY >= 2) then { player playActionNow "Medic"; sleep 1; [player,"combo_unlock",0,false] call dayz_zombieSpeak; sleep 1; playsound "MinigunReload";// this is not working ;( [player,_dis,true,(getPosATL player)] spawn player_alertZombies; player removeMagazine "2000Rnd_762x51_M134"; player removeMagazine "2000Rnd_762x51_M134"; _lilbird removeMagazinesTurret ["4000Rnd_762x51_M134",[0]]; _lilbird removeMagazinesTurret ["4000Rnd_762x51_M134",[1]]; _lilbird addMagazineTurret ["4000Rnd_762x51_M134",[0]]; _lilbird addMagazineTurret ["4000Rnd_762x51_M134",[1]]; _lilbird addMagazine "4000Rnd_762x51_M134"; _lilbird addMagazine "4000Rnd_762x51_M134"; systemchat "You have added a magazine to the little bird."; } else { systemchat "You do not have 2000 Round M134 ammo in your inventory."; }; Link to comment Share on other sites More sharing options...
0 Tricks Posted November 7, 2014 Report Share Posted November 7, 2014 I will test today! Thank you Calamity. Link to comment Share on other sites More sharing options...
0 calamity Posted November 9, 2014 Report Share Posted November 9, 2014 I will test today! Thank you Calamity. not sure if you have done this but you dhould also add to the top of fn_selfActions.sqf private[ add this to the end of the private array ,"_mgQTY","_isalb" then in variables.sqf in the //Player self-action handles dayz_resetSelfActions = { s_player_litl = -1 Link to comment Share on other sites More sharing options...
0 Longshot03XX Posted January 10, 2015 Report Share Posted January 10, 2015 anyone get this to work on overpoch? Link to comment Share on other sites More sharing options...
0 Antichrist Posted January 10, 2015 Report Share Posted January 10, 2015 Yes, that little gem above works on overpoch too but i personally use this instead Though it will rearm only 2000 rounds not 4000 Link to comment Share on other sites More sharing options...
0 StiflersM0M Posted January 10, 2015 Report Share Posted January 10, 2015 Link to comment Share on other sites More sharing options...
0 DangerRuss Posted January 10, 2015 Report Share Posted January 10, 2015 An even easier solution would be to remove the DZE variant from the dynamic spawns and the traders and only have the ones that have ammo in them. Link to comment Share on other sites More sharing options...
0 Wootenstien Posted January 11, 2015 Report Share Posted January 11, 2015 Ya if you don't mind rockets... Link to comment Share on other sites More sharing options...
0 DangerRuss Posted January 11, 2015 Report Share Posted January 11, 2015 Im almost positive the AH6J_EP1_DZ doesn't have rockets. Only the AH6J_EP1 has rockets. BUT, that might be overpoch only idk. Link to comment Share on other sites More sharing options...
0 calamity Posted January 12, 2015 Report Share Posted January 12, 2015 Ya if you don't mind rockets... you can easily add rockets or any weapon to the littlebird. is that what you want to do ??? Link to comment Share on other sites More sharing options...
0 DangerRuss Posted January 12, 2015 Report Share Posted January 12, 2015 you can easily add rockets or any weapon to the littlebird. is that what you want to do ??? They're talking about the little bird that normall has miniguns and rockets, butt he DZE variant gets rid of the weapons, so they want to add the weapons back without adding rockets in. Im pretty sure there's a classname that does just this on my overpoch server. Link to comment Share on other sites More sharing options...
0 DangerRuss Posted January 12, 2015 Report Share Posted January 12, 2015 I can 100% confirm the AH6J_EP1_DZ does not have rockets, but does have miniguns. Is that classname not in Epoch? Link to comment Share on other sites More sharing options...
Question
NAIL
Any way to make it so you can add ammo to this bird from your gear like all the other DZE heli and trucks? I do not want them to be permanently armed like the DZ version, but I want it to be a viable weapon on my servers arsenal.
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