Currently we getting flarebugs due to 1 mag of 60 flares and maglinked weapons(flares and counter are seperate weapons), bf2 can't into logic
My idea was to create another system that won't suffer from 1 mag effect even in theory, so the most simply solution were to get 10 mags of 6 flares. Also HUD.
heli flares&counter component in .tweak file(applies to all helis)
\vehicles\air\cf_the_chinook\cf_the_chinook.tweak
Code: Select all
rem ---BeginComp :D efaultAmmoComp ---
ObjectTemplate.createComponent DefaultAmmoComp
[color=red]ObjectTemplate.ammo.nrOfMags 10
ObjectTemplate.ammo.magSize 6
ObjectTemplate.ammo.reloadTime 0.01[/color]
ObjectTemplate.ammo.autoReload 1
ObjectTemplate.ammo.reloadWithoutPlayer 1
ObjectTemplate.ammo.magLinkWeapon cf_the_chinook_flare_group_the_counter
rem ---EndComp ---hud\hudsetup\vehicles\air\hudelementsuh60.con
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rem -------------------------------------- Flares --------------------------------------
hudBuilder.createTextNode Uh60Hud Uh60FlaresText 254 420 40 10
hudBuilder.setTextNodeStyle Fonts/vehicleHudFont_6.dif 0
hudBuilder.setTextNodeString "FLARES"
hudBuilder.setNodeColor 0 1 0 1
hudBuilder.createTextNode Uh60Hud Uh60FlaresCount 285 420 40 10
hudBuilder.setTextNodeStyle Fonts/vehicleHudFont_6.dif 0
hudBuilder.setTextNodeStringVariable PrimaryAmmoString
hudBuilder.setNodeColor 0 1 0 1
[color=red]hudBuilder.createTextNode Uh60Hud Uh60FlareMagsCount 315 420 40 10
hudBuilder.setTextNodeStyle Fonts/vehicleHudFont_6.dif 2
hudBuilder.setTextNodeStringVariable PrimaryClipString
hudBuilder.setNodeColor 0 1 0 1[/color]Here is an example how it works:





