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geekm0nkey

Removal Of countermeasures

4 posts in this topic

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Just to add to what WURSTKETTE shared, what you are doing is writing a check for X when purchased and spawned into the world. To figure out the weapon systems of each vehicle you simply climb into the vehicle and open Debug. When in Debug console you will use the following to pull all the weapon systems of that vehicle:

vehicle player weaponsTurret [-1]
vehicle player weaponsTurret [0]
vehicle player weaponsTurret [1]
vehicle player weaponsTurret [2]

which you will get return values like this:
CMD.png

 

This was from a Venom gunship and I can see that using vehicle player weaponsTurret [-1] shows me where the Flare Launcher is. So now I take this information, along with the SQF provided by WURSTKETTE and insert my vehicle:

if(_vehicleClassName == "CUP_B_UH1Y_GUNSHIP_USMC") then
{
	_vehicleObject removeWeaponTurret   ["CMFlareLauncher",[-1]];
};

 

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Sorry had forgotten to hit submit, But thank you. got that sorted out.. This is what I added, I needed it removed from everything that flies.

Spoiler

if (_vehicleClassName isKindOf "AIR") then
{
  // remove countermeasures!
_vehicleObject removeWeaponTurret   ["CMFlareLauncher",[0]];
_vehicleObject removeWeaponTurret   ["CMFlareLauncher",[-1]];
_vehicleObject removeMagazineTurret ["60Rnd_CMFlare_Chaff_Magazine",[0]];
_vehicleObject removeMagazineTurret ["60Rnd_CMFlare_Chaff_Magazine",[-1]];
};

What I now need is a way to push a created vehicle out about 10 - 20 meters to prevent it from touching a building exploding.. happens to the the BlackFish.

Edited by geekm0nkey

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