Ok, I am still working on the Sholdering an AT4 or a 9K32 launcher.
I have been experimenting with my script. I have a Russian soldier, Init file contains only: [] exec "Sholder_missile.sqs"
the file Sholder_missile.sqs is like this:
REMOVEALLWEAPONS AP1
AP1 ADDMAGAZINE "9K32LAUNCHER"
AP1 ADDWEAPON "9K32LAUNCHER"
_CAM1 = "CAMERA" CAMCREATE [0,0,0]
_CAM1 CAMERAEFFECT ["INTERNAL","BACK"]
_CAM1 CAMSETTARGET AP1
_CAM1 CAMSETRELPOS [-15, 5, 2]
_CAM1 CAMCOMMIT 0
TITLECUT ["","BLACK IN",2]
~2
_CAM1 camsetrelpos [5, 5, 2]
_CAM1 camcommit 5
AP1 playmove "effectstand"
~4
AP1 DOFIRE BARREL
AP1 ACTION ["Weapon 9K32 Launcher"]
HINT "TETT"
~4
AP1 FIRE ["WEAPON", "9K32LAUNCHER"]
HINT "TETT"
~4
AP1 ACTION ["WEAPON", "9K32LAUNCHER"]
HINT "TETT"
~4
AP1 playmove "standtocombat"
HINT "TETT"
~6
AP1 ADDWEAPON "AK74"
Now, The Soldier stands like he still has an AK. He then stands up and slings his AK. The hints tell me that the following steps are being executed. However. The soldier waites until the "standtocombat" before unslinging his non-existant AK. Then the AK appears in his hand because of tha addweapon command. The addweapon was there to put the AK on the Soldiers back AFTER he unslung the AT4 or 9K32 launcher!
Any ideas?
Calamity.