Currently, if someone has a loaded disposable launcher, the resupply module will just drop the rockets themselves (i.e. the disposable launcher's ammo) into the crate. This is pointless and unhelpful.
We need to:
Check if the launcher is disposable
If it is disposable, put a new launcher in there
If it's not, put the currently-loaded rounds in there
Quick fix would just be statically adding a number of AT4s into the crate, but I don't really like that idea. It should be clever enough to know how to do it.
Possible solutions:
Quick: Keep a set of RHS M136es in the box statically (or based on player count)
Hard: Maintain a list of class names for disposable launchers and check against that (will be a pain to maintain over time)
Annoying: Make a function that knows about a few mods' way of doing things (i.e. CBA and RHS) and uses those to determine if the launcher is disposable or not
RHS has RHS_isDisposable = 1 on all their disposable launcher weapon classes (configFile >> "CfgWeapons")
CBA stores a config containing disposable launchers called CBA_DisposableLaunchers (configFile >> "CBA_DisposableLaunchers").
Currently, if someone has a loaded disposable launcher, the resupply module will just drop the rockets themselves (i.e. the disposable launcher's ammo) into the crate. This is pointless and unhelpful.
We need to:
Quick fix would just be statically adding a number of AT4s into the crate, but I don't really like that idea. It should be clever enough to know how to do it.
Possible solutions:
RHS_isDisposable = 1
on all their disposable launcher weapon classes (configFile >> "CfgWeapons"
)CBA_DisposableLaunchers
(configFile >> "CBA_DisposableLaunchers"
).