Home   Help Search Login Register  

Author Topic: initialization- addmagazine  (Read 471 times)

0 Members and 1 Guest are viewing this topic.

wiggum

  • Guest
initialization- addmagazine
« on: 20 May 2004, 03:31:34 »
ok, i want to add a lawlauncher to my guy so i type in the initialization box "this addweapon "lawlauncher"; addmagazine "lawlauncher"". so i test it and pull out my law launcher and i have no rockets. i tried puting "this addmagazine ["lawlauncher",3]" and it tells me to type any expected object and i go you stupid !@$#@ editor the object is lawlauncher! wat do i do?

Kilo11

  • Guest
Re:initialization- addmagazine
« Reply #1 on: 20 May 2004, 03:39:27 »
Copy this EXACT text in (recomend copy and paste)

Quote
this addWeapon "LAWLauncher"; this addMagazine "LAWLauncher"; this addMagazine "LAWLauncher"; this addMagazine "LAWLauncher"
REMEMBER: The unit most have open ammo spaces or this will NOT work.


-=Hoot=-
« Last Edit: 20 May 2004, 03:41:21 by Kilo11 »

Offline General Barron

  • Former Staff
  • ****
  • Semper Fi!
Re:initialization- addmagazine
« Reply #2 on: 20 May 2004, 04:09:25 »
Add the magazine(s) to the unit FIRST, then add the weapon. That way, the weapon will start out loaded. Otherwise, when you/the AI select the weapon, it will have to be reloaded.
HANDSIGNALS COMMAND SYSTEM-- A realistic squad-control modification for OFP
kexp.org-- The best radio station in the world, right here at home! Listen to John Richards!