// by commy2 private ["_vehicle", "_turret", "_weapons"]; _vehicle = _this select 0; _turret = [typeOf _vehicle] call AGM_Core_fnc_getTurretCommander; _weapons = _vehicle weaponsTurret _turret; if ( count _weapons > 1 || {count _weapons > 0 && {!(_weapons select 0 in ["SmokeLauncher", "BWA3_SmokeLauncher"])}} // @todo somebody might use custom smoke launcher weapons aswell, maybe ... ) then { //This doesn't work reliably for vehilces with additional weapons for the commander. Select smoke launcher instead. private "_index"; // avoid infinite loop if !("SmokeLauncher" in _weapons) exitWith {}; _index = 0; while { _vehicle currentWeaponTurret _turret != "SmokeLauncher" } do { [commander _vehicle, _vehicle, _index] call AGM_WeaponSelect_fnc_selectWeaponVehicle; _index = _index + 1; }; } else { // fire away! private "_logic"; _logic = createGroup sideLogic createUnit ["Logic", [0,0,0], [], 0, "NONE"]; _logic action ["useWeapon", _vehicle, commander _vehicle, 0]; deleteVehicle _logic; };