So here's the deal, I have a bunch of weapons in the Swedish Forces Pack config.cpp, which all work wonders in singleplayer.
But, when I try and use the same weapons in multiplayer, I have a number of problems (which I think are related).
I have an AT-launcher, which in SP works perfect, but in MP I don't get any ammo for it.
It has been configured, like the BAS_SATCOM radio to have it's magazines not take up any space.
Like I said, it works in SP, but not in MP.
And then I have my own handgrenades defined, but they don't work in MP either.
In SP they work wonders, but in MP I can't "space" through the list of weapons to get to them.
They are still in my inventory, but I can't select them.
And if I drop them (through the inventory-screen) I can't pick them up again.
AT-Launcher weapon:
class SFPpskott: CarlGustavLauncher
{
scopeWeapon = 2;
scopeMagazine = 2;
magazineType=0;
model="\SFP_pskott86\m86";
modelOptics="\SFP_pskott86\optika_m86.p3d";
optics=1;
opticsZoomMin=.5;
opticsZoomMax=.5;
distanceZoomMin=1000;
distanceZoomMax=1000;
ammo="sfp_lawammo";
sound[]={"\sfp_pskott\launch.wav",db10,1};
picture="\SFP_pskott86\texture\gear.paa";
canLock=0;
displayName="Pansarskott m86";
displayNameMagazine="Pansarskott m/86";
shortNameMagazine="Pskott";
};
AT-Launcher ammo:
class sfp_lawammo : LAW
{
model="LAW";
thrustTime=0.300000;
thrust=680;
maxSpeed=300;
initTime=0.04;
airLock = false;
CloudletsMissile=0;
};
Handgrenade ammo:
class SFPshgr90 : SmokeShell
{
displayName = "Spränghandgranat M/90";
soundFly[]={"\SFP_hgr\osakrad.wav",0.000100,1};
model="\SFP_hgr\shgr90.p3d";
class Smoke
{
interval=0.40000;
cloudletDuration=5;
cloudletAnimPeriod=1.000000;
cloudletSize=2.500000;
cloudletAlpha=0.0;
cloudletGrowUp=1.0;
cloudletFadeIn=0;
cloudletFadeOut=0;
cloudletAccY=-0.100;
cloudletMinYSpeed=0.2;
cloudletMaxYSpeed=0.750;
cloudletShape="cl_basic";
cloudletColor[]={1,1,1,0};
initT=1000;
deltaT=-500;
maxT=0;
class Table
{
class T1 {maxT = 0; color[] = {0.7, 0.7, 0.7, 0};}
class T2 {maxT = 1000; color[] = {0.4, 0.4, 0.4, 0};}
};
density=0;
size=1.100000;
initYSpeed=0.700000;
timeToLive=90;
in=3.000000;
out=0.000000;
};
};
class SFPshgr90live : GrenadeHand
{
displayName="Spränghandgranat M/90";
soundHit[]={"\SFP_hgr\detonation.wav",2,0.5};
model="\SFP_hgr\shgr90.p3d";
};
Handgrenade weapon (including the special throw, needed to use your own grenades):
class sfpthrow : Throw
{
magazines[] = {"SFPshgr56","SFPshgr90","SFPchgr96","SFPrhgr4","HandGrenade", "SmokeShell", "SmokeShellRed", "SmokeShellGreen"};
};
class SFPshgr90 : HandGrenade
{
ammo="SFPshgr90";
picture="\sfp_hgr\m\shgr90_inv.paa";
displayName="Spränghandgranat M/90";
displayNameMagazine="Spränghandgranat M/90";
shortNameMagazine="SHGR90";
};
If you're wondering why the grenade(s) are defined as smokeshells, this is because they work exactly like the time-fused grenades in ECP do.
Everything checks out in singleplayer, but falls apart (as described) in multiplayer.
So does anyone have a clue what it could be?