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Author Topic: SebNam Objects ?  (Read 1124 times)

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Saintaw

  • Guest
SebNam Objects ?
« on: 05 Mar 2003, 22:12:53 »
Most usefull addon to my eyes, EVER !  ;D

That said, I have a noob question.

I'm trying to initialise my Squad leader with a couple of smoke shells, he does have an CAR 15 XM48, with a  load of 40 MM HE shells...

I tried
Code: [Select]
this removemagazine "40MM"; this addmagazine "SmokeShellGreen";
And
Code: [Select]
this removemagazine "CAR15"; this addmagazine "SmokeShellGreen";
and
Code: [Select]
this removemagazine "M4"; this addmagazine "SmokeShellGreen";
etc...

Not to avail. (I gather the objects have not the same name as the default entities?)
Is there a list of these Nam Objects somewhere ?

Or am I being a fool again :D ?



Offline Dinger

  • Contributing Member
  • **
  • where's the ultra-theoretical mega-scripting forum
Re:SebNam Objects ?
« Reply #1 on: 06 Mar 2003, 00:19:01 »
Hi Saw,
Somewhere in the zip (I don't have it lying around, alas.  Bad Dinger), there should be a list of weapons and types.  From memory, NP2 conforms to mod tagging procedures (to prevent overlap).
So every object, ammo and weapon in SEB NP2 will be prefixed by SEB.  In addition, SEB has two sets of magazines for all weapons: one with OFP standard dispersion, and one with increased dispersion. Default is the latter (and it's sweet). IIRC, dispersion ammo has a hyphen at the end.
So it would be something like
SEB_M16A1-
(The mines are of course, prefixed by COC, as in COCPOMZ)
So no, they're not named just like the regular OFP ones.  And no, I don't know their names, but they should be listed in the documentation in the archive file.

Enjoy
Dinger/Cfit

Saintaw

  • Guest
Re:SebNam Objects ?
« Reply #2 on: 06 Mar 2003, 01:15:35 »
Heya Dinger, I figured I'd find you or Swoop in here  8)
One day, I'll learn to read the readme files to the end... I've had OFP sitting on a shelf till saturday, picked it up...got hooked -> starting mission editing on sunday.

Anyway, the info was where you said it would be, thanks a lot !
Code: [Select]
WEAPON NAMES:

(NOTE: Dispersion levels on the magazines have been increased, if you wish to use standard dispersion
magazines then look for a magazine name ending with a "n")
(eg: For the sebak47, the high dispersion magazine is "sebak47mag", the normal dispersion one is called "sebak47magn"


RIFLES
sebak47          sebak47mag         sebak47magn       sebak47mortar
sebct56          sebak47mag         sebak47magn
sebsks            sebsksmag            sebsksmagn
sebm16a1      sebm16a1mag      sebm16a1magn      sebm16mortar
sebm14          sebm14mag          sebm14magn
sebcar15        sebcar15mag        sebcar15magn


GRENADELAUNCHERS
sebm79          sebm79he, sebm79buck, sebm79HEammobag, Flare, FlareGreen, FlareRed, FlareYellow

sebcar15gl
        Rifle:  sebcar15mag        sebcar15magn
        GL:     GrenadeLauncher,Flare,FlareGreen,FlareRed,FlareYellow,sebm79he,sebm79buck,sebm79HEammobag
sebm16a1gl
        Rifle:  sebm16a1mag        sebm16a1magn
        GL:     GrenadeLauncher,Flare,FlareGreen,FlareRed,FlareYellow,sebm79he,sebm79buck,sebm79HEammobag
sebak47gl
        Rifle:  sebak47mag         sebak47magn
        GL:     GrenadeLauncher,Flare,FlareGreen,FlareRed,FlareYellow,sebm79he,sebm79buck,sebm79HEammobag
     
SHOTGUNS
sebithaca        sebithacashell

RADIOS
sebprc25 (no magazines)
sebtyp63 (no magazines)
These radios are classified as secondary weapons and can be "equiped" and detected via scripts.


MG/SMGs
sebrpd          sebrpdmag          sebrpdmagn
sebm60          sebm60mag          sebm60magn
sebm60s         sebm60mag          sebm60magn
sebm63a         sebm63amag         sebm63amagn
sebm3sd         sebm3sdmag         sebm3sdmagn
sebm45          sebm45mag          sebm45magn
sebm3a1         sebm3a1mag         sebm3a1magn

LAUNCHERS
seblawlauncher          seblawrocket          (AI will target air targets with this weapon)
sebrpglauncher          sebrpgrocket          (AI will target air targets with this weapon)
sebrpg7launcher         sebrpg7rocket
seb90mmrecoiless        seb90mmrocket
sebsa7launcher          sebsa7mag

SNIPER RIFLES
sebmosin        sebmosinmag
sebrem700       sebrem700mag


PISTOLS
sebm1911        sebm1911mag
sebm39hp        sebm39hpmag
sebtokarev      sebtokarevmag
sebflaregun     sebflareWhite, sebflareRed, sebflareGreen, sebflareYellow
---------------------------------------------------------------------------

Bluedog

  • Guest
Re:SebNam Objects ?
« Reply #3 on: 06 Mar 2003, 04:39:19 »
 8) g'day Saw
Amazing the peole ya see when ya havent got a weapon eh? ;-)

I tried making Air Cav squads throw smoke to mark pos for a chopper pick_up, and found that I did not have to add smoke shells, they seem to allready be there.
I just named one guy 'smoke' and put    

smoke fire ["throw","smokeshellred","smokeshellred"]        in the init field of the waypoint where I wanted smoke thrown.
Seemed to work fine.

Blue

Saintaw

  • Guest
Re:SebNam Objects ?
« Reply #4 on: 06 Mar 2003, 09:53:43 »
Howdy Bluedog!

Well, I've tried one of the pickup scripts I found here (I'm still such a dweeb at editing, I just merged it w/ my mission, changed the chopper type & the Player unit). But since I still fail to "understand it all" it isn't working right yet.

(The chopper script stil worked after I changed all this, but no green smoke apreared at all for me)