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Offline The-Architect

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weapons selection
« on: 08 Oct 2003, 18:53:00 »
Hi, it's me again.
I'm having trouble with getting weapons in the weapon select screen in the briefing. I've put everything in the description.ext, here's a look.

class aksks
{
name = "aksks";
sound[] = {"aksks.ogg", db+20, 1.0};
titles[] =
{
0, $STRM_aksks
};
};

class weapons
{
class m16
{
count = 4;
};
};

class magazines
{
class handgrenade
{
count = 20;
};
class m16
{
count = 30
};
};

I'm getting nothing when I look.
 ???
James Andrew Wilkinson 1977 - 2005 R.I.P.
"If it ain't the friggin' incoming it's the friggin' outgoing. Only difference is who gets the friggin' grease, and that ain't no friggin' difference at all."

_hammy_

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Re:weapons selection
« Reply #1 on: 08 Oct 2003, 23:39:34 »
im not very good at making description files... but... i think you need to put customweapons=1

Offline The-Architect

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Re:weapons selection
« Reply #2 on: 09 Oct 2003, 13:50:29 »
where?
James Andrew Wilkinson 1977 - 2005 R.I.P.
"If it ain't the friggin' incoming it's the friggin' outgoing. Only difference is who gets the friggin' grease, and that ain't no friggin' difference at all."

B-2-0

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Re:weapons selection
« Reply #3 on: 09 Oct 2003, 13:52:54 »
A good thing to do would be to de-pbo a mission, find the description.ext and check it against yours ;)

Offline The-Architect

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Re:weapons selection
« Reply #4 on: 10 Oct 2003, 02:29:45 »
That's exactly what I did. What I want is someone to look at what I've posted and see if there are any mistakes.
James Andrew Wilkinson 1977 - 2005 R.I.P.
"If it ain't the friggin' incoming it's the friggin' outgoing. Only difference is who gets the friggin' grease, and that ain't no friggin' difference at all."

Offline macguba

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Re:weapons selection
« Reply #5 on: 11 Oct 2003, 11:13:42 »
Don't waste time checking your code for mistakes, unless you enjoy it.   Go the Ed Depot and get hold of the Tutorial Mission (under Tutes - Getting STarted.)     Copy and paste from the description.ext tht's in there and just change the weapon names.   The mission is open source so you don't even need to unpbo it.

Do you need quotes round the names?  Can't remember.
Plenty of reviewed ArmA missions for you to play

Jus

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Re:weapons selection
« Reply #6 on: 12 Oct 2003, 03:12:27 »
A copy of my working description.ext:

Code: [Select]
class Weapons
{
   class M4
   {
      count = 1;
   };

   class M16GrenadeLauncher
   {
      count = 1;
   };
   
   class G36a
   {
      count = 1;
   };

   class Steyr
   {
      count = 1;
   };
   
   class XMS
   {
      count = 1;
   };

   class LAWLauncher
   {
      count = 1;
   };
};

class Magazines
{
   class GrenadeLauncher
   {
      count = 3;
   };

   class M4
   {
      count = 8;
   };

   class M16
   {
      count = 4;
   };

   class LAWLauncher
   {
      count = 3;
   };

   class G36aMag
   {
      count = 8;
   };

   class SteyrMag
   {
      count = 8;
   };
};



Remember that when dealing with C++ style code, it might be case sensitive. Not sure though, but better safe than sorry.

Offline macguba

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Re:weapons selection
« Reply #7 on: 12 Oct 2003, 18:30:17 »
OFP script in general is not case sensitive.   (There have been bugs with the odd command or something.)
Plenty of reviewed ArmA missions for you to play