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  • Mlrs

    Does anyone know if the MLRS is being fixed or is someone modding it top work or whats going on with it?

    I could see it being very handy on domination maps :)
    Nihility

  • #2
    Re: Mlrs

    I believe the issue is that it starts loaded with the wrong ammunition, and needs to have the proper rocket ammunition loaded into it during initialization. It's been a while since I've looked at the editor, though, so I can't be more specific.

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    • #3
      Re: Mlrs

      Originally posted by FrankManik View Post
      I believe the issue is that it starts loaded with the wrong ammunition, and needs to have the proper rocket ammunition loaded into it during initialization. It's been a while since I've looked at the editor, though, so I can't be more specific.
      Is that what causes it to have no aiming module except point and hope?
      Nihility

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      • #4
        Re: Mlrs

        Once you sync the Artillery module to an MLRS battery and swap out its ammo, it works fine.

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        • #5
          Re: Mlrs

          Originally posted by Sc[ + ]pe View Post
          Once you sync the Artillery module to an MLRS battery and swap out its ammo, it works fine.
          Ah. That sounds a bit beyond my editor skills :p
          Nihility

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          • #6
            Re: Mlrs

            Nah Soupy, it's easy.

            Whilst in the 2D Editor, look to the far-right column and select "Modules" from the F# list (it's below the usual things like Units and Triggers). Double-click anywhere (but preferably close to your MLRS battery) and select "Artillery" from the unit selection menu. Accept the selection.

            Again from the far-right column, select "Synchronize" at the very bottom of the F# list. Now click and drag from your Artillery module to the MLRS battery. When you release, you should have a span of blue line extending from the module to the unit -- this shows that the unit is synchronized with the module, which is necessary for a handful of ArmA's modules.

            Last step! Double-click on your MLRS unit and in the Initialization field, type the following:

            Code:
            this removeMagazines "12Rnd_MLRS"; this addMagazine "ARTY_12Rnd_227mmHE_M270";

            Boom! You've got 12 working rounds of 227 mike-mike at your service. If you want additional magazines (like a cheater!), just add a few more "this addMagazine" commands.

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