I'm making a campaign, and I wish that it can be played in an hosted MP way.
I've got problems transfering weapons and ammo from a mission to the next one...
here are the codes i'm using (you'll see I'm not a good scripter, sorry...):
in the campaign's description.ext:
weaponPool=true;
class Campaign
{
name = "Once upon a time...";
firstBattle = missions;
// disableMP = false;
class missions
...etc...
in a save_status.SQF file launched at first mission's end:
if (alive civ1 and primaryWeapon civ1!="") then {addweaponpool [primaryWeapon civ1,1];};
if (alive civ1 and secondaryWeapon civ1!="") then {addweaponpool [secondaryWeapon civ1,1];};
if (alive civ2 and primaryWeapon civ2!="") then {addweaponpool [primaryWeapon civ2,1];};
if (alive civ2 and secondaryWeapon civ2!="") then {addweaponpool [secondaryWeapon civ2,1];};
if (alive civ3 and primaryWeapon civ3!="") then {addweaponpool [primaryWeapon civ3,1];};
if (alive civ3 and secondaryWeapon civ3!="") then {addweaponpool [secondaryWeapon civ3,1];};
if (alive civ4 and primaryWeapon civ4!="") then {addweaponpool [primaryWeapon civ4,1];};
if (alive civ4 and secondaryWeapon civ4!="") then {addweaponpool [secondaryWeapon civ4,1];};
if (alive civ5 and primaryWeapon civ5!="") then {addweaponpool [primaryWeapon civ5,1];};
if (alive civ5 and secondaryWeapon civ5!="") then {addweaponpool [secondaryWeapon civ5,1];};
if (alive civ6 and primaryWeapon civ6!="") then {addweaponpool [primaryWeapon civ6,1];};
if (alive civ6 and secondaryWeapon civ6!="") then {addweaponpool [secondaryWeapon civ6,1];};
if (alive civ7 and primaryWeapon civ7!="") then {addweaponpool [primaryWeapon civ7,1];};
if (alive civ7 and secondaryWeapon civ7!="") then {addweaponpool [secondaryWeapon civ7,1];};
if (alive civ8 and primaryWeapon civ8!="") then {addweaponpool [primaryWeapon civ8,1];};
if (alive civ8 and secondaryWeapon civ8!="") then {addweaponpool [secondaryWeapon civ8,1];};
//{deleteStatus _x} foreach ["civ1", "civ2", "civ3", "civ4", "civ5", "civ6", "civ7", "civ8"];
if (alive civ1) then {civ1 saveStatus "civ1";};
if (alive civ2) then {civ2 saveStatus "civ2";};
if (alive civ3) then {civ3 saveStatus "civ3";};
if (alive civ4) then {civ4 saveStatus "civ4";};
if (alive civ5) then {civ5 saveStatus "civ5";};
if (alive civ6) then {civ6 saveStatus "civ6";};
if (alive civ7) then {civ7 saveStatus "civ7";};
if (alive civ8) then {civ8 saveStatus "civ8";};
addweaponpool ["binocular",5];
addmagazinepool ["30Rnd_762x39_AK47",50];
if (true) exitwith {};
there are more addmagazinepool lines as I don't know yet how to transfer the exact amount of ammo of each playable slots (can be AIs in game)
in a load_status.sqf file launched in the init code of next mission's start:
civ1 loadStatus "civ1";
civ2 loadStatus "civ2";
civ3 loadStatus "civ3";
civ4 loadStatus "civ4";
civ5 loadStatus "civ5";
civ6 loadStatus "civ6";
civ7 loadStatus "civ7";
civ8 loadStatus "civ8";
if (true) exitwith {};
When I reach the briefing of the second mission, I've got the weapons added in the weapon pool all right, but I can't select any of them nor magazines...
It works perfectly when I'm not hosting the campaign...
I've search the forum for answers, but nothing worked...
Help me please!!!