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Author Topic: How can I change the weapons out fit on un a singel Unit? in MFCTI.  (Read 784 times)

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ed42566

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Hi,All

I'm very new here on this forum and people tolt me to look here for un answer on
my question. They say. If they' dont no it nobody no's.
 
My Question is:  
How can I change the weapons out fit on un a singel Unit? in MFCTI.
Or an couple of units.
 
Example:  
I want to give an unit un binocular, un gun, and un bazooka, plus some grenade's  
Again It is just un Example to see how this go's in MFCTI.
 
What do i have to do, To get this done in MFCTI (or better said) how do  
this go's in MFCTI? ( how it works)  
 
I find the Main\Stats bit and the loadouts bit.  
But what I dont no, Is how do I specified the created unit in MFCTI?  
So how do I make the switch to my created Unit with the waepons of my  
choosing?  
how can I create this In MFCTI  
 
In Advance very much Thanks for it and Greetings ed42566 :)
 
And I hoop that some of you can help me out with it.

MOC_XIII

  • Guest
In his init after the Exec and stuff, put
removeallweapons this
and put
this addweapon "weaponname"
this addmagazine "weaponname"
and do a few magazines
you will have to reload at start though  :-\

Offline sharkyjoe

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  • Have you taken a BMP out at 500 meters??
I'm not sure what "MFCCTI" is excactly but in edit mode you use "reference Guide"/commands- found in the Editors Depot. Now if its an add-on just down Load the add-on and open it up and Read the "READ ME" file and do as it says.

Having Said the above, Make sure your in Advance Mode above weather and time. Put Your Guy on map, and use some commands in the Intial. Field. below the Veh. Lock and Name.

Intial: this addweapon "binocular"; this addmagazine "handgrenade"
It's inportant to use Quatation marks and the( ; colon symbol )to separte.

Also you can name your guy in name field: Cap1 and use his name in place of "this" like: Cap1 addweapon "M16". This make things Easier in the long run. Hope this helps out.
Remember the 7 Ps??--- Proper Previous Planning Prevents Pathetically Poor Performance

Offline Planck

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Quote
you will have to reload at start though

If you add a magazine for the weapon before adding the weapon, the weapon will be loaded and you won't need to load it at startup.


Planck
« Last Edit: 02 Mar 2005, 04:23:31 by Planck »
I know a little about a lot, and a lot about a little.

Dubieman

  • Guest
You may want to find the script that controls what players get upon startup and when they respawn. Unless you're looking to change this through a unit's init line. :P Then in the script you'd prolly change the addweapon "such and such" to addweapon "ed42566 's awesome weapon" or whatever you want so you start with different weapons. Hope that helps... ;)

ed42566

  • Guest
Hi, All  :)

Thank you for the reply's on it.
The last one is indeed very much helping in the right direction.
Thank you ( GuiltyRoachKillar )
But  the next Question is How do i get this done on an
Barracks unit that you can buy from the Barracks.

In the mean time I'm bizzy with traying out something.
You no ( The Yik/Yacking round on it.)

I have to find out how to put this in. In MFCTI.

Well everybody thanks and i do hoop that there comes more on it.

Greetings ed42566 :P
« Last Edit: 03 Mar 2005, 23:28:34 by ed42566 »

Dubieman

  • Guest
I haven't looked at a MFCTI unPBOed in a looong time, but I suspect it is controlled by another script or trigger that uses the addaction command or activates a dialog... :P