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Vehicle No Ammo Issue
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lionRA2forums
Disk Thrower


Joined: 17 Feb 2016

PostPosted: Thu Dec 01, 2016 10:33 am    Post subject:  Vehicle No Ammo Issue Reply with quote  Mark this post and the followings unread

I made Harrier with the Night Hawk stats and tried the NoAmmoWeapon= and NoAmmoAmount= on it but the Harrier won't deplete it's missile ammo for the machine guns to shoot. Btw I am using Ares C.

Here's my rules:

; Night Hawk
[HARR]
UIName=NOSTR:Harrier
Name=Intruder
;Prerequisite=GAHPAD
Prerequisite=GAWEAP
Primary=HoverMissile
Secondary=BlackHawkCannon
NoAmmoWeapon=1
NoAmmoAmount=0
Strength=300
Category=AirPower
JumpJet=yes
Armor=light
TechLevel=7
Sight=7
RadarInvisible=yes
Landable=yes
PipScale=Ammo
Ammo=1
Speed=16
PitchSpeed=1.1
JumpjetSpeed=30 ;params not defined use defaults (old globals way up top)
JumpjetClimb=10
JumpjetCrash=40 ; Climb, but down
JumpJetAccel=12
JumpJetTurnRate=6
JumpjetHeight=500
JumpjetWobbles=.01
JumpjetDeviation=1
Owner=British,French,Germans,Americans,Alliance
Cost=1000
Points=15
ROT=5
Crewed=yes
ConsideredAircraft=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=3
VoiceSelect=IntruderSelect
VoiceMove=IntruderMove
VoiceAttack=IntruderAttackCommand
VoiceCrashing=BlackOpsVoiceDie
DieSound=IntruderDie
CrashingSound=BlackOpsDie
ImpactLandSound=GenAircraftCrash
;Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1} ;flying
Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5} ;jumpjet
MovementZone=Fly
DamageParticleSystems=SparkSys,SmallGreySSys
;AuxSound1=BlackOpsTakeOff ;Taking off
;AuxSound2=BlackOpsLanding ;Landing
ThreatPosed=0
SpecialThreatValue=1
VeteranAbilities=STRONGER,FIREPOWER,SIGHT,FASTER
EliteAbilities=SELF_HEAL,STRONGER,FIREPOWER,ROF
Size=15
SizeLimit=2
HoverAttack=yes
;OmniFire=yes ;GEF moved to weapon
AllowedToStartInMultiplayer=no
Crashable=yes
CanPassiveAquire=no ; Won't try to pick up own targets
SpeedType=Hover
MoveSound=IntruderMoveLoop
EnterTransportSound=EnterTransport
LeaveTransportSound=ExitTransport
ElitePrimary=BlackHawkCannonE
PreventAttackMove=yes
;Bombable=no
TooBigToFitUnderBridge=true
Trainable=yes
Bunkerable=no; Units default to yes, others default to no

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deathreaperz
Commander


Joined: 20 May 2013
Location: Indonesia

PostPosted: Thu Dec 01, 2016 11:54 am    Post subject: Reply with quote  Mark this post and the followings unread

I didn't use NoAmmoAmount, but I gave the NoAmmoWeapon weapon with Ammo=-1

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lionRA2forums
Disk Thrower


Joined: 17 Feb 2016

PostPosted: Thu Dec 01, 2016 4:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

deathreaperz wrote:
I didn't use NoAmmoAmount, but I gave the NoAmmoWeapon weapon with Ammo=-1


Cool! thanks that fixed it.

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