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Author Topic: Weapon Pool or whatever.  (Read 527 times)

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Echo5Hotel

  • Guest
Weapon Pool or whatever.
« on: 19 Dec 2004, 15:34:13 »
Can someone please point me to a tutorial or where I can find the information on how to create the weapons list that allows players to choose their weapons in the brifing.  I don't know what it is called and when I search for weapons pool I just get the information on how to transfer weapons from one mission to another in a campaign.

I will eventually tackle doing a campaign as well but I am just trying to get individual missions down for now.

GI-YO

  • Guest
Re:Weapon Pool or whatever.
« Reply #1 on: 19 Dec 2004, 15:40:46 »
If i undertand this correctly then you need to look for description.ext, thats where you can add weapons etc.

Here is an example of the weapons selection in a description.ext from sui's airborne.

// This class indicates what weapons to make available to the player in the mission
// briefing.  Each subclass is optional.  The count field in each subclass indicates
// the number of that weapon to make available.
// NEED TO FIGURE OUT THE OTHER TYPES
class Weapons
{
    class M16
    {
        count = 0;
    };
    class M16GrenadeLauncher
    {
        count = 1;
    };
    class M4
    {
        count = 2;
    };
    class M60
    {
        count = 2;
    };  
    class HK
    {
        count = 0;
    };
    class M21
    {
        count = 0;
    };
    class CarlGustavLauncher
    {
        count = 1;
    };  
    class LAWLauncher
    {
        count = 1;
    };
};

// This class indicates what weapon magazines to make available to the player in the mission
// briefing.  Each subclass is optional.  The count field in each subclass indicates
// the number of that magazine to make available.
// NEED TO FIGURE OUT THE OTHER TYPES
class Magazines
{
    class M16
    {
        count = 10;
    };
    class HandGrenade
    {
        count = 10;
    };
    class GrenadeLauncher
    {
        count = 10;
    };
    class M4
    {
        count = 10;
    };
    class M60
    {
        count = 10;
    };  
    class M21
    {
        count = 0;
    };
    class HK
    {
        count = 0;
    };
    class Mine
    {
        count = 5;
    };
    class PipeBomb
    {
        count = 0;
    };
    class TimeBomb
    {
        count = 4;
    };  
    class CarlGustavLauncher
    {
        count = 2;
    };    
    class LAWLauncher
    {
        count = 4;
    };
    class Mortar
    {
        count = 5;
    };
    class SmokeShell
    {
        count = 10;
    };
     class SmokeShellred
    {
        count = 10;
    };
    class SmokeShellgreen
    {
        count = 10;
    };
    class Flare
    {
        count = 10;
    };
    class Flarered
    {
        count = 10;
    };
    class Flaregreen
    {
        count = 10;
    };

};

Look in the Ed depot for more info.

GI-YO

Echo5Hotel

  • Guest
Re:Weapon Pool or whatever.
« Reply #2 on: 19 Dec 2004, 16:18:21 »
Thank you very much.  I didn't realize that I needed to look up description.ext.  Thanks for your help.

Offline macguba

  • Former Staff
  • ****
    • macguba's operation flashpoint page
Re:Weapon Pool or whatever.
« Reply #3 on: 20 Dec 2004, 12:42:19 »
Weaponpool is a command that is to do with transferring weapons between missions in a campaign.

There are tutes on description.ext in the Ed Depot, and the Tutorial Mission has a working example which you can copy.

There is a weapon and ammo listing under tutes - references.
Plenty of reviewed ArmA missions for you to play