So i just came from EU1 and some *cough* interesting stuff happend. Because of one of those interesting things a pilot got marked TKer and the friendly AI of the arty decided to take the commander's gun of the scorcher and open fire on the heli. It's definitely not the first time this happens, i've landed on someone standing on the pads before, got marked TKer and the sochor send some GMGs downrange, into the helipads. Luckily i got out instantly and respawned. Other people/pilots don't know this works.
Now what i'm suggesting is to remove the ammo of the commander's guns. I did some quick googleing and came up with the following script-ish thingy:
this removeMagazinesTurret [ 500Rnd_127x99_mag_Tracer_Red, [ x ] ];
this removeMagazinesTurret [ 96Rnd_40mm_G_belt, [ x ] ];
Now the 'x' has to be changed to a number/set of numbers that represents the turret path (more info here). But seeing how arma is being a **** to me i didn't have time to test it out yet (might do that later this evening/night). It should just go into the scorcher ingame init.
Now i can think of some reasons why it wouldn't be bad for the scorcher to open fire on TKers but the thing is that if a full huron with 1 TKer in it get's near base the scorcher will try to take that huron down.
So i think my opinion is rather clear, what do you guys think?
Question
Stanhope
So i just came from EU1 and some *cough* interesting stuff happend. Because of one of those interesting things a pilot got marked TKer and the friendly AI of the arty decided to take the commander's gun of the scorcher and open fire on the heli. It's definitely not the first time this happens, i've landed on someone standing on the pads before, got marked TKer and the sochor send some GMGs downrange, into the helipads. Luckily i got out instantly and respawned. Other people/pilots don't know this works.
Now what i'm suggesting is to remove the ammo of the commander's guns. I did some quick googleing and came up with the following script-ish thingy:
this removeMagazinesTurret [ 500Rnd_127x99_mag_Tracer_Red, [ x ] ];
this removeMagazinesTurret [ 96Rnd_40mm_G_belt, [ x ] ];
Now the 'x' has to be changed to a number/set of numbers that represents the turret path (more info here). But seeing how arma is being a **** to me i didn't have time to test it out yet (might do that later this evening/night). It should just go into the scorcher ingame init.
Now i can think of some reasons why it wouldn't be bad for the scorcher to open fire on TKers but the thing is that if a full huron with 1 TKer in it get's near base the scorcher will try to take that huron down.
So i think my opinion is rather clear, what do you guys think?
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