Short answer:
A. Make sure you have the line [] exec "\CoC_Mines\scripts\initmines.sqs" in the init.sqs file.
B. Make sure you have at least one non-M34 CoC_mine object ont he map. It doesn't have to be "in play"
C. If you don't want to use the claymore crate, addweaponcargo and addmagazinecargo the claymores and the M57 to a location near the start.
D. If you want to try the description.ext route (and we've encountered problems with how OFP does this), the weapon is CoCMinesPut, and the magazine is (I think -- check the docs) CoCM16Claymore. But CoCMinesPut takes up no slots (=any unit can have it, it takes no space, and doesn't block out any other weapons), so it may not be selectable in description.ext. You can _try_ addingweapon CoCMinesPut to the units directly, since they allow you to grab claymores, but don't do anything otherwise.
Long answer:
Here's the deal:
The Claymores are modded off the action to put satchel charges.
Satchel charges work this way:
Every unit of type "Man" has a weapon called "Put". this weapon has as magazines: satchel charges, mines, and a few other things. So a "satchel charge" that is a "magazine" for the "put" weapon. When you place the satchel charge, the guy bends down, the object is placed, and the simulation for satchel charges takes over (touch off, place and so on).
-
The Placeable Claymores work this way:
The "M57 Firing Device" has the weapon name "COCMinesPut". All it is is a variant of the regular "Put" weapon enabled for claymores. So it's a Put with magazine: CoCClaymore (or whatever it's called).
All CoCMine Objects (except the M34) have an init eventhandler that initializes an array CoCMineArray (if it's not initialized) and loads itself into it. It then launches InitMines.sqs.
Since init eventhandlers are local-only, the init.sqs call to initmines.sqs is necessary for MP to work.
One of the things initmines does is load an EventHandler that checks all units of the player group to see if they place a claymore. If they do, the eventhandler grabs the claymore that is placed (which is nothing more than a satchel charge with claymore graphics), and replaces it with a claymore terrain object, and adds some cool actions to it.
This system works pretty well, but there are a couple drawbacks:
1. If you don't have the init line, and don't have any objects placed (the CoCCLaymoreBox also runs InitMines) at the start, none of this will work.
2. Only people in your group can place and arm claymores. If you want the AI to do it, you need to script it.
3. For some reason, mods of the "Put" weapon don't work too well if you try to load a player with them before the mission (like you're trying to do). If you try everything else and still get trouble, put a box with the claymores at the start and blame BIS.