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