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Re-setting or unlimited ammo for tanks


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Hi

Trying to keep my tanks in a particular mission loaded up with shells, they run out after bout half an hour of firing. I did look to see if there were magazine settings, but cant seem to find any for the shells they fire, only explosion editing.

I did see the replenish inventory command, but looks like it only works with actors, not vehicles, so I'm kinda stumped here. Even if ammo unlimited worked, which it prolly dosent on vehicles, that would make everyone on have it too, which I certainly dont want.

Anyone know how to get higher or unlimited ammo amounts for tanks cannons?

tia

Pibb

Edited by mr.pibb
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Nice thought Sup, but only bad thing is that both sides (ai) are firing at eachother, so it might look odd seeing both sides doin the same thing from time to time.(would look like an armored carousel lol :P )

I had thought of just hiding them and replacing them in exact positions, being so far the ones doing all the firing are stationary - only if it could be done in the same block, so it would just be a flash for a moment, but if those tanks even move a few feet from firing it could look bad tho.

Thanks for the input

Pibb

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certainly an idea, any idea is a good one right now on this. :thumbsup:

Screwey thing is that there are a bunch of timers going off to have the tanks aquire new targets, so I cant put really anymore than I have down, therefore doing what you said would be an idea, but I would have to have tanks sitting there on standby to fire when the others die, which would look kinda cheesy too, might just have to come up with some medium here. Too bad I cant just edit a stupid tank actor file and change the setting there, but the ammo count is prolly imbedded in GR.

Pibb

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Hey Mr. Pibb!

Just got done checking the .vcl files for the american and russian tanks and your right, I didn't see anything about ammo count. Two possibles. Try and edit the .vcl file to give it an ammocount anyway. Just add a <extra ammo> and see what happens. Also, what you could try, is edit the .vcl file, get rid of the 50cal, add a second shell.prj, have Igor switch using maybe weapon select after a certain time, and have the tank keep firing with the second "main gun."

PrimusPilus

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Or you could always fake the tank fire with effects and sound files for specific targets.

Continueif Tank is still valid

Boom

Im surprised they run out of shells.If it takes Half an hour to unload all the shells then I'd prob teleport new tank to old and hide old tank off map after 30 mins and/or a proximity trigger.

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Awwsome, thanks for the help everyone. :thumbsup:

PrimusPilus, you say add <extra ammo> in the file, do I then add the actual count behind it? And, as far as the secondary weapon goes, I think it does not fire directly from the main gun tho, so that would look a lil off, but certainly an idea.

GR_Modder*afz*, ya, but that still allows the problem of the tanks being useless in the battle after ammo runs out. Thanks tho. :)

Smokin, yup, will prolly be tryin teleporting same tank to that tanks local, only trouble is the tank turrets have to be in same alignment(which I can prolly work out), and I honestly dont know if teleporting to the tank will put the other tank exactly on top of that one, will have to test and see.

Ill have to think on it, funny that I do realize as cool as the battle looks, it might get a lil unrealistic after a half an hour of no tanks dying anyhow(even tho tanks are firing at eachother from either end of map), so I might just work it out so there are a few more added tanks that sit there and do nothing(or occasionally fire) on both sides until the firing tanks start dying and they start letting loose as their buddy tanks die, seems the best and most real option. I am teleporting a transparent target to random waypoints that the tanks fire at (in case you wondered how the tanks dont kill eachother lol)

Cool, thanks alot for the help, will choose with the best solution here.

Pibb

Edited by mr.pibb
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me neither! :wacko:

Its all good now, got the tank battle goin for about 20 min with tanks being randomly destroyed and the firing shortly ends once a certain side loses all their tanks (within a time before tanks run out of ammo)

Wew, what a MAJOR pain in the u know what to script that (and to test it over and over till everything worked)

Thanks for the help everyone

Oh, btw, just found out thro testing that at long distances tanks actually have somewhat inaccurate fire also, when assigning a tank to destroy a target at long range it sometimes will miss like even up to 7 or 8 times before a shell lands on the target, was wonderfull figuring out that one :wacko:

Pibb

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