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The fixes so far have been amazing and I love to see Pook's stuff brought back to life
What mods do you have loaded when that happens, cause I never had that happen to me
But I see other people have the same issue, you change a single pylon to a custom loadout separately from the presets and then you cant select the weapon
Ive noticed it mostly on the Bombers, not so much the fighters if that helps until I can try some things
Will take a look.
private ["_v","_g","_w","_tgt","_tM","_validMags","_hasAmmo"];
_v = _this select 0;
_g = gunner _v;
_w = currentWeapon _v;
_hasAmmo = false;
// Diccionario manual: arma seleccionada → magazines válidos
switch (_w) do {
case "tu95missilelauncherKH65": {
_validMags = ["tu95_1Rnd_Kh65", "tu95_2Rnd_Kh65", "tu95_3Rnd_Kh65", "tu95_6Rnd_Kh65"];
};
case "tu95missilelauncherKH55": {
_validMags = ["tu95_1Rnd_Kh55", "tu95_6Rnd_Kh55"];
};
case "tu95missilelauncherKH101": {
_validMags = ["tu95_1Rnd_Kh101", "tu95_2Rnd_Kh101", "tu95_6Rnd_Kh101"];
};
case "tu95missilelauncherKH41": {
_validMags = ["tu95_1Rnd_3M80"];
};
case "POOK_KH15P_LAUNCHER": {
_validMags = ["tu95_1Rnd_Kh15P"];
};
case "POOK_KH15S_LAUNCHER": {
_validMags = ["tu95_1Rnd_Kh15S"];
};
case "tu95missileBay": {
_validMags = [
"tu95_6Rnd_Kh65", "tu95_6Rnd_Kh101",
"tu95_6Rnd_Kh15S", "tu95_6Rnd_Kh15P",
"tu160_12Rnd_Kh15S", "tu160_12Rnd_Kh15P"
];
};
case "tu16K10launcher": {
_validMags = ["tu16_1Rnd_K10"];
};
case "tu95missilelauncherKH22": {
_validMags = ["tu95_1Rnd_Kh22"];
};
case "tu22missilelauncherKH22": {
_validMags = ["tu22_1Rnd_Kh22", "tu22_1Rnd_Kh22_CL"];
};
case "tu22missilelauncherKH32": {
_validMags = ["tu22_1Rnd_Kh32", "tu22_1Rnd_Kh32_CL"];
};
case "tu16KSR2launcher": {
_validMags = ["tu16_1Rnd_KSR2"];
};
default {
_validMags = [];
};
};
// Si el lanzador no está en la lista
if ((count _validMags) == 0) exitWith {
_v vehicleChat "Selected weapon is not a valid ALCM launcher";
leader _v vehicleRadio "pook_SovRadioMsgStatic";
hint "Selected weapon is not a valid ALCM launcher";
};
// Buscar si hay al menos 1 misil disponible en magazines válidos
{
private _mag = _x select 0;
private _count = (_x select 1) param [0,0];
if (_mag in _validMags && _count > 0) exitWith {
_hasAmmo = true;
};
} forEach magazinesAmmoFull _v;
if (!_hasAmmo) exitWith {
_v vehicleChat "Selected ALCM launcher is empty";
leader _v vehicleRadio "pook_SovRadioMsgStatic";
hint "No available ammo for selected ALCM launcher";
};
// Pedir coordenadas
titleText["Select Map Position for ALCM Target", "PLAIN DOWN", 3];
openMap true;
MapClicked = false;
onMapSingleClick "clickPos = _pos; MapClicked = true; onMapSingleClick {};";
waitUntil {MapClicked};
titleText["", "PLAIN"];
openMap false;
_tgt = "Land_HelipadEmpty_F" createVehicle clickPos;
// Lanzamiento
_v groupChat format ["GREYHOUND - Engaging target at grid %1", mapGridPosition clickPos];
leader _v sideRadio "pook_SovRadioMsgStatic";
gunner _v lookAt _tgt;
gunner _v doWatch _tgt;
sleep 2;
_v fireAtTarget [_tgt, _w];
_tM = createMarker ["ALCM Target", position _tgt];
_tM setMarkerShape "ICON";
_tM setMarkerType "mil_destroy";
_tM setMarkerColor "ColorOrange";
_tM setMarkerText _tM;
gunner _v lookAt objNull;
gunner _v doWatch objNull;
sleep 75;
deleteMarker _tM;
deleteVehicle _tgt;
Will take care of it added it to the roadmap. Pook spaghetti code is a pain
from under line 21 I mean