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AH6J_EP1_DZE can't add ammo?


NAIL

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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 ???

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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.

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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.......

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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.";
};
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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
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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.

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