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Author Topic: Function for counting magazine?  (Read 1285 times)

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madwolfnemesis

  • Guest
Function for counting magazine?
« on: 12 Jul 2003, 08:54:25 »
Is there a function to count the number of magazines left for a unit? I know there's a ammo count function, but it seems like there's no magazine count function eh? Anyone?

Offline Sui

  • Former Staff
  • ****
    • OFPEC
Re:Function for counting magazine?
« Reply #1 on: 12 Jul 2003, 12:43:46 »
If you use the command:

magazines unit

it will return an array of all magazines that unit is carrying...

You can use a count on that to get how many magazines the unit is carrying.... eg.

count (magazines unit)

That what you're after?

madwolfnemesis

  • Guest
Re:Function for counting magazine?
« Reply #2 on: 12 Jul 2003, 14:15:28 »
Do you know of any ways to expand the 10 magazine slots capped to perhaps, 20 or even more? Seems like having 10 magazine slots for each unit aren't enuff.

Offline Tomb

  • Contributing Member
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  • in2 Metal? Go 2 my sig
Re:Function for counting magazine?
« Reply #3 on: 12 Jul 2003, 15:05:30 »
 :) Can do, but it'll take a tweaked unit if it is supposed to glide.

It's about tweaking the config (cpp) file of a soldier; read the tutes on the addons boards, m8  ;)
In short, what U need to do is to define the # of "weaponSlots" in a cpp file.


Ah well, wtf.  ::) ;D here's how:


WeaponSlots="1 + 16 + 2*4096 + 10*256";

This (in the "cfgVehicles" part of a cpp file) would make sure that our trooper has got
1 primary weapon, 1 Secondary WeaponSlot, 2 itemSlots (binocs & NV gogs) and 10 magazineSlots

What YOU need is to change the 10 to 14 or alike  :-* ;)



« Last Edit: 12 Jul 2003, 15:14:09 by Tomb »

madwolfnemesis

  • Guest
Re:Function for counting magazine?
« Reply #4 on: 12 Jul 2003, 15:21:03 »
hey, thanks for the great help, I'll serahc for the tutorial. Anyway, I can't make my unit reload.

SC1 action["Reload Steyr"]

What's wrong with my script? SC1 is the name of the unit. I put this line in "SOP.sqs" and in init.sqs, I called it.

Basically, what SOP.sqs does is that it removes all weapons and add the weapon that I configured. It just can't reload.

Offline KTottE

  • Former Staff
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Re:Function for counting magazine?
« Reply #5 on: 12 Jul 2003, 16:30:28 »
Reload Steyr is not a valid action. You don't specify the weapon he reloads, just that he should reload. Why don't you try it with:

SC1 action["reload"]

edit

I've messed about with what Tomby told us here, and I found some things  out.

You can never exceed 15 for the number of items (WeaponSlotItem or 256), because then you will be left with only your primary + binoc-slots.
I'm also experiencing random crashes when I run it at 15. I will experiment more to see where the problem lies. Let's just hope it doesn't auto-crash if you go more than 10.

edit2
Okay, 14 seems stable enough. Need to check this some more, as I can't pick up any MGs. Might be that I've left out a slot or something.

edit3
Yup, if you have primary + secondary slots you can get MGs. And so far, 14 slots is stable. So you get 4 extra slots. *Drools over the thought of a BAS M249 SPW with 1400 rounds*

edit4
Okay, I like OFP now. *Really* like it.
Same PBO that worked 100% last night doesn't work at all today, it crashes the game.
*Kicks OFP and goes back to bed*
« Last Edit: 13 Jul 2003, 09:49:53 by KTottE »
"Life is not a journey to the grave with the intention of arriving safely in a pretty and well preserved body, but rather to skid in broadside, thoroughly used up, totally worn out, and loudly proclaiming 'WOW What a Ride!'"

madwolfnemesis

  • Guest
Re:Function for counting magazine?
« Reply #6 on: 13 Jul 2003, 16:11:42 »
Hey, thanks but it didn't work. I treied putting it ina  script, SC1 action["reload"], it just didn't wanna reload! I'm going crazy!!!!

madwolfnemesis

  • Guest
Re:Function for counting magazine?
« Reply #7 on: 14 Jul 2003, 03:55:54 »
:) Can do, but it'll take a tweaked unit if it is supposed to glide.

It's about tweaking the config (cpp) file of a soldier; read the tutes on the addons boards, m8  ;)
In short, what U need to do is to define the # of "weaponSlots" in a cpp file.


Ah well, wtf.  ::) ;D here's how:


WeaponSlots="1 + 16 + 2*4096 + 10*256";

This (in the "cfgVehicles" part of a cpp file) would make sure that our trooper has got
1 primary weapon, 1 Secondary WeaponSlot, 2 itemSlots (binocs & NV gogs) and 10 magazineSlots

What YOU need is to change the 10 to 14 or alike  :-* ;)





Do it means that in my config.cpp file, under the CfgVehicles, I changed it and in my CfgNonAIvehicles, I put something like this:

class CfgNonAIVehicles
{
class proxyVehicles {};
class proxyMyNamedNewAIUnit : class proxyVehicles {};
}

Is this a way to do it?

deaddog

  • Guest
Re:Function for counting magazine?
« Reply #8 on: 14 Jul 2003, 04:44:00 »
If you want to just simply simulate being able to carry more M16 mags (for example) then use a script:

;addmagazine.sqs

_u=_this select 0

_ma=0

#check
~2
_c={_x=="m16"} count (magazines _u)
?_c >= 4:goto "check"

_u addmagazine "M16"
_u sidechat "magazine added"
_ma=_ma+1

?_ma<10:goto "check"

exit


Add,  [this] exec "addmagazine.sqs" to the init line of the unit you want to carry more mags.

This will automatically add 10 more mags to the unit.  That would be a total of 14 for a standard soldier.

« Last Edit: 14 Jul 2003, 04:44:48 by deaddog »