Home   Help Search Login Register  

Author Topic: Extra Ammobelts for Heavy Grenadelauncher  (Read 458 times)

0 Members and 1 Guest are viewing this topic.

Offline ZNorQ

  • Members
  • *
  • ehr... uhm... duh...
Extra Ammobelts for Heavy Grenadelauncher
« on: 18 Feb 2003, 10:56:47 »
Hey all,

I'm designing a set of missions where I use a broad spectre of different soldiers - 12 inn all. It's a MP Coop series. I've also included the Heavy Grenadier, but I'm kinda annoyed by the fact that this poor dude's got only 12 rounds. So I figured why not make a script that supplies him with 2 extra belts. There will be a counter which will keep track of how many belts left, and when that reaches zero, no more spare belts available.  This should give him 36 rounds total. It might be a tad unrealistic, but hey - we're aiming for some fun too!  ;)

I'm pretty familiar with scripting, but believe me - I've tried - and I'm getting nowhere!!  :-[ I check to see if there is any MM-1 belts left - if there isn't I'm adding one. But it wont appear!  :'(..

Anyone got the solution to my problem? A script example? Thx!

ZNorQ
OFP is everything..

Offline Artak

  • The old beanbag shaker
  • Former Staff
  • ****
  • You want to talk about it, yes?
    • OFP Team Finlanders
Re:Extra Ammobelts for Heavy Grenadelauncher
« Reply #1 on: 18 Feb 2003, 11:16:24 »
The correct way for adding weapons & magazines I believe is that you first add the magazines and then the weapon. If you do it vise versa the guy needs to reload to make the magazines available.

So in this case the problem might be just so simple. Try to make the poor guy to reload after adding the mag with
unitname action ["reload",stringname for the weapon] (or something like that, check command reference for exact syntax).

If you can make the reload to happen you should maybe first remove the weapon and then add the mag and then add the weapon again.. which might look a bit funny but should work.

I'm talking only in theory here because I'm not at my home computer, but check it out and let me know m'kay  ;)
Not all is lost.

Offline ZNorQ

  • Members
  • *
  • ehr... uhm... duh...
Re:Extra Ammobelts for Heavy Grenadelauncher
« Reply #2 on: 18 Feb 2003, 12:08:33 »
Jup, that sounds right. I'm in the same spot - at work - so I'll test it out when I get home. Come to think of it, I'm leaving EARLY today!!  ;D

Thx for the tip, looking forward trying it out!  8)

Offline ZNorQ

  • Members
  • *
  • ehr... uhm... duh...
Re:Extra Ammobelts for Heavy Grenadelauncher
« Reply #3 on: 18 Feb 2003, 21:16:20 »
That didn't work!  >:( I've made the script so that it removes the MM-1 and adds the magazine, then adds the weapon again. I've also tried it the other way around.  I've included a unitname action["reload", "mm1"] - that didn't work either...  ???

Can anyone help me out? It would be great to have an extra ammo mag or 2 for the MM-1 in my mission.  ;D

Josef

  • Guest
Re:Extra Ammobelts for Heavy Grenadelauncher
« Reply #4 on: 18 Feb 2003, 21:51:39 »
I can, simplify it, just give him an action that execute the script like "Get Ammo from belt" and make it just give him a mag...