Home   Help Search Login Register  

Author Topic: Equipment Loadout & Skill, Fleeing, etc.....  (Read 1069 times)

0 Members and 1 Guest are viewing this topic.

Bronski

  • Guest
Equipment Loadout & Skill, Fleeing, etc.....
« on: 19 Sep 2002, 20:16:27 »
I am currently learning mission editing as well as a little scripting.  If someone would be kind enough to write this script i would really appreciate it and it would also speed up some areas on my missions.

What i am look for would be a script that would include the following:

-removal of all the weapons
-place to add a main weapon (i am planning on using some custom wepons)
-add a rocket launcher, etc....
-adding magazines for weapons
-adding pistol + magazines
-extra equipment, binocs, nvg etc....
-the allowfleeing command
-the setskill command
-a line that would exec the "toughunit.sqs"

Basically i would like something that i could edit to suit each guy i am using.  On the number of magazines for each guy only one would be needed for it, that is if i can just copy and paste to add more magazines.

If anyone could help me i would greatly appreciate it.  Hopefully in the near future i can do this myself ;D

Offline LCD

  • Former Staff
  • ****
    • Everon Cartel
Re:Equipment Loadout & Skill, Fleeing, etc.....
« Reply #1 on: 19 Sep 2002, 21:01:26 »
wel u can do it urself just wid som typin in da mans init  :P  ;D

but i wil ewrite script nywayz

Code: [Select]

_man = _this select 0
_mweap = _this select 1
_sweap = _this select 2
_pistol = _this select 3
_equip1 = _this select 4
_equip2 = _this select 5
_fleein = _this select 6
_skil = _this select 7
_thoug = _this select 8
_mag1 = _this select 9
_mag2 = _this select 10
_mag3 = _this select 11
_mag4 = _this select 12
_mag5 = _this select 13
_mag6 = _this select 14
_mag7 = _this select 15
_mag8 = _this select 16
_mag9 = _this select 17
_mag10 = _this select 18
_mag11 = _this select 19
_mag12 = _this select 20
_mag13 = _this select 21
_mag14 = _this select 22

removeallweapons _man
?  ! _mweap : goto "con"
_man addweapon _mweap
#con
?  ! _sweap : goto "con1"
_man addweapon _sweap
#con1
?  ! _pistol : goto "con2"
_man addweapon _pistol
#con2
?  ! _equip1 : goto "con3"
_man addweapon _equip1
#con3
?  ! _equip2 : goto "con4"
_man addweapon _equip2
#con4
?  ! _fleein : goto "con5"
_man allowfleeing _fleein
#con5
?  ! _skil : goto "con6"
_man setskill _skil
#con6
?  ! _thoug : goto "con7"
[_man] exec "toughunit.sqs"
#con7
?  ! _mag1 : goto "con8"
_man addmagazine _mag1
#con8
?  ! _mag2 : goto "con9"
_man addmagazine _mag2
#con9
?  ! _mag3 : goto "con10"
_man addmagazine _mag3
#con10
?  ! _mag4 : goto "con11"
_man addmagazine _mag4
#con11
?  ! _mag5 : goto "con12"
_man addmagazine _mag5
#con12
?  ! _mag6 : goto "con13"
_man addmagazine _mag6
#con13
?  ! _mag7 : goto "con14"
_man addmagazine _mag7
#con14
?  ! _mag8 : goto "con15"
_man addmagazine _mag8
#con15
?  ! _mag9 : goto "con16"
_man addmagazine _mag9
#con16
?  ! _mag10 : goto "con17"
_man addmagazine _mag10
#con17
?  ! _mag11 : goto "con18"
_man addmagazine _mag11
#con18
?  ! _mag12 : goto "con19"
_man addmagazine _mag12
#con19
?  ! _mag13 : goto "con20"
_man addmagazine _mag13
#con20
?  ! _mag14 : goto "con21"
_man addmagazine _mag14
#con21
exit

exec it like dat

[bob,"m16","lawlauncher","scorpion","NVgoggles","binocular",0.2,1,true,"m16","m16","m16","m16","LAW","LAW","LAW","scorpionmag","scorpionmag","scorpionmag","scorpionmag",false,false,false]

it means

[nameofman,"mainweapon","rocketlauncher","pistolname","equipment1","equipment2",allowfleeinnumber,setskilnumber,ifitexecsthoughunit(TrueOrFalse),"magname","magname","magname","magname","magname","magname","magname","magname","magname","magname","magname","magname","magname","magname"]


u can put false nyware nd it wont put anythin  ;D

LCD OUT
"guess being the community has downsides .." - cheetah
Help Perfecting Da Next Best Thing - O-Team Beta

Bronski

  • Guest
Re:Equipment Loadout & Skill, Fleeing, etc.....
« Reply #2 on: 19 Sep 2002, 22:03:30 »
I have done it in the init field but i figured it would be easier to do it in a script.  I may use the same guys in more than one mission so i can just call the script for the correct guys.  Less chance i would mess something up  ;D

Thanks,
Bronski
« Last Edit: 19 Sep 2002, 22:04:22 by Bronski »