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Author Topic: Custom loadouts  (Read 1610 times)

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TH

  • Guest
Custom loadouts
« on: 09 Jul 2004, 05:38:18 »
I'm trying to get this to work in a mfcti 1.16, heres my description.txt
Code: [Select]
class weapons
{
// West Rifles, launchers
   class G36a              {count = 20;};   
   class M21               {count = 20;};
   class SteyrMag          {count = 20;};   
   class LAWLauncher       {count = 20;};
   class CarlGustavLauncher {count = 20;};
// West pistols
   class Berreta       {count = 20;};
   class Glock     {count = 20;};
// East rifles, launchers
   class SVDDragunov   {count = 20;};
   class Bizon      {count = 20;};
   class AT4Launcher     {count = 20;};
       class RPGLauncher   {count = 20;};
// East/Res Sidearms
       class CZ75           {count = 20;};
       class Skorpion       {count = 20;};
       class Ingram           {count = 20;};
       class Revolver       {count = 20;};
       class GlockS      {count = 20;};
};
class Magazines
   {
// Rifle Mags
   class M21        {count = 50;};
   class G36aMag    {count = 50;};
       class SteyrMag        {count = 50;};
   class SVDDragunov   {count = 50;};
       class BizonMag        {count = 50;};
// Sidarm mags
   class BerettaMag   {count = 50;};
       class GlockMag   {count = 50;};
       class SkorpionMag   {count = 50;};
       class CZ75Mag    {count = 50;};
       class RevolverMag   {count = 50;};
       class GlockSMag   {count = 50;};
// AT Rockets
   class LAWLauncher   {count = 50;};
       class CarlGustavLauncher   {count = 50;};
       class AT4Launcher   {count = 50;};
       class RPGLauncher   {count = 50;};
// Laser
   class LaserDesignator   {count = 50;};
// Extra
   class handgrenade   {count = 50;};
   class Binocular        {count = 25;};
   class NVGoggles   {count = 25;};
};

anything wrong with that? or is there a command in mfcti that stops me from using this?  :-\

Offline Terox

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Re:Custom loadouts
« Reply #1 on: 09 Jul 2004, 21:23:54 »
search for

removeallweapons player
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TH

  • Guest
Re:Custom loadouts
« Reply #2 on: 10 Jul 2004, 01:46:01 »
it doesnt even show up on the gear selection... :-\

Northener-PNE

  • Guest
Re:Custom loadouts
« Reply #3 on: 11 Jul 2004, 13:10:05 »
You cant select custom loadout in mfcti as there is a script in the Loadouts folder for east and west at the start. You can edit EquipWestSoldierLoadout.sqs or EquipEastSoldierLoadout.sqs to change starting loadout. Hope this helps.

 :)

TH

  • Guest
Re:Custom loadouts
« Reply #4 on: 11 Jul 2004, 20:19:51 »
i deleted those..lol and deleted every place where another script calls on it. ::) still doesnt work

Drozdov

  • Guest
Re:Custom loadouts
« Reply #5 on: 01 Aug 2004, 19:09:32 »
MFCTI really does need some way of changing the loadout you start with. You get ONE rpg, and the resistance guys now have extra tanks. Gre-e-e-e-a-a-a-t...  ::)

Mr.Cool

  • Guest
Re:Custom loadouts
« Reply #6 on: 11 Aug 2004, 22:20:57 »
yeah but sometimes you have 3 rpgs...yeah I mean it would be great if you had 3 rpgs all the time.