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Offline Evan Scown

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Weapon strip
« on: 18 Jun 2006, 13:33:02 »
And yet another question...but that's how we learn.

I want to strip a unit of it's weapons at the start of a mission, and (prolly a new question), pick new weapons for him to start with...how is that do-able?

Offline The-Architect

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Re: Weapon strip
« Reply #1 on: 18 Jun 2006, 13:50:58 »
Of Course.

RemoveAllWeapons this; This addMagazine "MP5"; This AddWeapon "MP5"; This AddMagazine "MP5"

Always add the magazine befire the weapon. That way it will be loaded into the weapon at the start of the mission. Obviously for more mags just repeat the AddMagzine bit.

A full weapon selection can be found here.

Weapons and ammo list in v1.46 :

WEAPONS***************************AMMO
---------------------------------------------------------------

6G30........................................................6g30Magazine
9K32Launcher............................................9K32Launcher
AALauncher...............................................AALauncher
AK47........................................................AK47
AK47CZ....................................................AK47
AK47GrenadeLauncher................................AK47 ou GrenadeLauncher
Ak74........................................................Ak74
AK74GrenadeLauncher................................Ak74 ou GrenadeLauncher
Ak74Su....................................................Ak74
AT4Launcher.............................................AT4Launcher
Binocular
Bizon........................................................BizonMag
CarlGustavLauncher....................................CarlGustavLauncher
Flare.........................................................Flare
FlareGreen.................................................FlareGreen
FlareRed....................................................FlareRed
FlareYellow................................................FlareYellow
G36A........................................................G36aMag
HandGrenade.............................................HandGrenade
HK............................................................HK
Kozlice..................................................... Kozliceshell ou Kozliceball
laserdesignator..........................................laserdesignator
LAWLauncher.............................................LAWLauncher
M16..........................................................M16
M16GrenadeLauncher..................................M16 ou GrenadeLauncher
M21..........................................................M21
M4............................................................M4
M60..........................................................M60
Mine..........................................................Mine
MM1..........................................................MM1magazine
Mortar.......................................................Mortar
NVGoggles
Pipebomb...................................................Pipebomb
PK.............................................................PK
RPGLauncher..............................................RPGLauncher
SmokeShell................................................SmokeShell
SmokeShellGreen........................................SmokeShellGreen
SmokeShellRed..........................................SmokeShellRed
Steyr.........................................................Steyrmag
SVDDragunov.............................................SVDDragunov
Timebomb..................................................Timebomb
XMS...........................................................M4



Quote
Weapons and ammo list added with v1.75 :

WEAPONS*****************************AMMO
-------------------------------------------------------------------

Beretta...................................................BerettaMag
CZ75......................................................CZ75Mag
FAL........................................................FALMag
Glock.....................................................GlockMag
HKG3.....................................................HKG3Mag
Skorpion.................................................SkorpionMag
Tokarev..................................................TokarevMag
UZI........................................................UZIMag



Quote
Weapons and ammo list added with v1.85 :

WEAPONS*****************************AMMO
-------------------------------------------------------------------

Glocks....................................................GlocksMag
Huntingrifle..............................................HuntingrifleMag
Ingram....................................................IngramMag
Revolver..................................................RevolverMag

Aircraft
A10:

MaverickLauncher
MachineGun30A10

A10LGB:

Machinegun30A10
laserguidedbomblauncher

AH1:

HellfireLauncherCobra
ZuniLauncher38
MachineGun30

AH64:

HellfireLauncherApach
ZuniLauncher38
MachineGun30

CH47D:

Browning

UH60:

ZuniLauncher38


UH60/mg:

Browning


OH58

ZuniLauncherOH
LaserdesignatorOH
James Andrew Wilkinson 1977 - 2005 R.I.P.
"If it ain't the friggin' incoming it's the friggin' outgoing. Only difference is who gets the friggin' grease, and that ain't no friggin' difference at all."

Offline Evan Scown

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Re: Weapon strip
« Reply #2 on: 18 Jun 2006, 14:08:21 »
I could kiss you :-*

Offline myke13021

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Re: Weapon strip
« Reply #3 on: 18 Jun 2006, 14:14:37 »
The-Architect told a fast and easy way which will work very well. He told you all what is important.

Anyway, let me tell my method just to give you ideas. I use a script which contains several possible loadouts for units. If you just have to change the weapon loadout for a single unit, Architect's way is fast, easy and absolutely correct. Whenever you need to change loadout for more units with different loadout settings, maybe my way could help.

; loadout.sqs

Code: [Select]
; *****************************************************
; ** [this, "LAWSoldier"] exec "loadout.sqs"
; *****************************************************

_unit = _this select 0
_loadout = _this select 1
removeallweapons _unit

; jump to selected loadout

goto _loadout

#LAWSoldier
_unit addMagazine "M16"
_unit addMagazine "M16"
_unit addMagazine "M16"
_unit addMagazine "M16"
_unit addWeapon "M16"
_unit addMagazine "LAWLauncher"
_unit addMagazine "LAWLauncher"
_unit addMagazine "LAWLauncher"
_unit addWeapon "LAWLauncher"
exit

#Officer
_unit addMagazine "G36Amag"
_unit addMagazine "G36Amag"
_unit addMagazine "G36Amag"
_unit addMagazine "G36Amag"
_unit AddWeapon "G36A"
_unit addMagazine "SmokeShell"
_unit addMagazine "SmokeShell"
_unit addMagazine "HandGrenade"
_unit addMagazine "HandGrenade"
_unit addMagazine "HandGrenade"
_unit addMagazine "HandGrenade"
_unit addWeapon "Binocular"
exit

; continue script as you like.....

now in a units init line just insert

[this, "Officer"] exec "loadout.sqs"