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Author Topic: Campaign weapons  (Read 1028 times)

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Offline Gcfungus

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Campaign weapons
« on: 01 May 2008, 17:23:17 »
Hey guys, got another question  :D.

I'm making a campaign, and I want to carry weapons from one mission to another. I found description.ext tutorials, but nothing worked  ???. What would the description.ext look like if I wanted to add weapons on the decision of a variable (how to use savevar).

Here's an example to make it clear:

One mission, if you pass it will set a variable (wpndecide) to 1. I then want to check if that variable is set to 1 in the next mission for the player to access certain weapons.

Can anyone help with either problem?
Thx, -=GC=-Fungus1999
The object of war is not to die for your country, but to make the other bastard die for his.
~George Patton

Offline Gcfungus

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Re: Campaign weapons
« Reply #1 on: 08 May 2008, 17:14:44 »
Sorry to 'bump' this as it were ( :P), but I haven't got a single answer. Does anyone know? Can anyone even reccommend anything?
I'm all out of ideas  :dunno:
The object of war is not to die for your country, but to make the other bastard die for his.
~George Patton

Offline Planck

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Re: Campaign weapons
« Reply #2 on: 09 May 2008, 01:29:58 »
Have you looked at the addWeaponPool and addMagazinePool commands?


Planck
I know a little about a lot, and a lot about a little.

Offline Gcfungus

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Re: Campaign weapons
« Reply #3 on: 11 May 2008, 09:05:37 »
Ok, and if I used those commands, it will allow weapons to be available in the next mission right?
Eg, if I add it in mission 3, they will be available from mission 4 onwards?
Also, if a player used mags, then swapped the gun, would the same guns be available for the next mission?

Finally, how does the savevar work, and how do I "loadvar".

Thx, -=GC=-Fungus1999  :)
The object of war is not to die for your country, but to make the other bastard die for his.
~George Patton