Col. 10 Posted June 29, 2011 Well, the thread name says it all=P I have the INIT-script, but I do remember I had to save a file inside the Arma 2 Other Profiles/*Player*/*Mission* folder. Tried searching around, but I can't find it. Share this post Link to post Share on other sites
kylania 568 Posted June 29, 2011 (edited) You'd use removeAllWeapons this; and combine it with addWeapon and addMagazine commands in the units init field. For example to give someone an M249 and white and green smoke, try this in their init field: removeAllWeapons this; {this addMagazine "200Rnd_556x45_M249";} forEach [1,2,3,4]; this addWeapon "M249_EP1"; {this addMagazine "HandGrenade_West";} forEach [1,2]; this addMagazine "SmokeShell"; this addMagazine "SmokeShellGreen"; Edited June 29, 2011 by kylania Share this post Link to post Share on other sites
Koni 3 Posted June 29, 2011 In the Init line of the unit's you want to change weapons you need to put removeallweapons this; then when you preview the mission the unit will have nothing. Now you need to add weapons and ammo to the unit, To make sure the weapon is loaded for the unit to use you need to add a magazine for the weapon before adding the weapon it's self. removeallweapons this; this addmagazine "200Rnd_556x45_M249"; this addweapon "M249"; this addmagazine "200Rnd_556x45_M249"; this addmagazine "200Rnd_556x45_M249"; That line in the init box of a unit will give the unit a M249 Machine gun, with 3 boxes of 200 round bullets. To know all the weapon and ammo classes do a search on the forums. Kylania beat me to it :) Share this post Link to post Share on other sites
Col. 10 Posted June 29, 2011 Yes yes. Thanks for answer^^ I'll just play around with it, I forget stuff fast, could do this months ago, but now it's gone=P Share this post Link to post Share on other sites
kylania 568 Posted June 29, 2011 heh, we both picked the 249 as well, go go SAW! :) Share this post Link to post Share on other sites
Koni 3 Posted June 29, 2011 Oh yeah, my fav weapon of choice. Whenever I am previewing a mission as a neutral unit, normally a Chernarus Citizen brown, I always add a M249 with ammo, just dosen't feel right without :) Normally so I can execute any AI not doing what they are supposed to do :) Share this post Link to post Share on other sites
Col. 10 Posted June 29, 2011 (edited) Thanks!:D So there's no file to add in the user mission folder? :D Wait. Looking at my script here: [this,["LEXX_SCAR_L_STD_HOLO_BLACK",9]] exec "cly_addweapon.sqf" cly_addweapon.sqf That's the file I need to save in the user mission folder. Ahh found it: http://forums.bistudio.com/showthread.php?t=100496 THanks for your help guys! An easy script you gave me^^ Edited June 29, 2011 by Col. Share this post Link to post Share on other sites
Koni 3 Posted June 29, 2011 You can either just add whatever weapon and ammo changes you want directly into the init line of all the units, or type it all out in the init.sqf in the mission folder, which you have to create first. Share this post Link to post Share on other sites
kylania 568 Posted June 29, 2011 That totally takes the fun out of scouring the forums trying to fight the matching magazine for the gun you wanted. Not to mention first trying to find the classname for said gun. I just don't understand why you'd want to skip all of that and just use a helpful well made script that saves you the trouble? The mind boggles! Share this post Link to post Share on other sites
Col. 10 Posted June 29, 2011 Hahahhaha, know the feeling of looking after something that's right in front of you and can't find it? Got that one now. Share this post Link to post Share on other sites
FredTche 10 Posted June 29, 2011 Hey guys, I am also having trouble to change the units' loadouts. I did manage to change to USMC weapons, but when I try the FN FAL (my favorite weapon) or an AK, it doesnt work. Any ideas? Share this post Link to post Share on other sites
kylania 568 Posted June 29, 2011 FN FAL: removeAllWeapons this; {this addMagazine "20Rnd_762x51_FNFAL";} forEach [1,2,3,4]; this addWeapon "FN_FAL"; {this addMagazine "HandGrenade_East";} forEach [1,2]; this addMagazine "SmokeShell"; this addMagazine "SmokeShellGreen"; AK-74: removeAllWeapons this; {this addMagazine "30Rnd_545x39_AK";} forEach [1,2,3,4]; this addWeapon "AK_74"; {this addMagazine "HandGrenade_East";} forEach [1,2]; this addMagazine "SmokeShell"; this addMagazine "SmokeShellGreen"; Class names can be found in this post. Share this post Link to post Share on other sites
shot23 10 Posted July 6, 2011 im trying to work this on a parachute unit, however it dont work. AS soon as the parachute unit lands, the weapon is immediately reverted back to mk16 holo. its fine for me because i halo, but to simplify scripting im placing the ai allies as parachute units, with modified weapons. will this work or can do i have to do scripting for the allies to halo with me?? Share this post Link to post Share on other sites
demonized 20 Posted July 6, 2011 im trying to work this on a parachute unit, however it dont work. AS soon as the parachute unit lands, the weapon is immediately reverted back to mk16 holo. its fine for me because i halo, but to simplify scripting im placing the ai allies as parachute units, with modified weapons. will this work or can do i have to do scripting for the allies to halo with me?? add the weapons to them before you enter them into the parachute. Share this post Link to post Share on other sites
cobra4v320 27 Posted July 6, 2011 (edited) I also like the option of just using the description.ext file. I can pick and choose weapons for my entire team and don't have to put anything into their initialization. description.ext class Weapons { class AK_74 {count = 8}; class FN_FAL {count = 8}; class SCAR_L_CQC_CCO_SD {count = 8}; class SCAR_L_CQC {count = 8}; class SCAR_L_CQC_Holo {count = 8}; class SCAR_L_CQC_EGLM_Holo {count = 8}; class SCAR_L_STD_EGLM_RCO {count = 8}; class SCAR_L_STD_EGLM_TWS {count = 8}; class SCAR_L_STD_HOLO {count = 8}; class SCAR_L_STD_Mk4CQT {count = 8}; class SCAR_H_CQC_CCO {count = 8}; class SCAR_H_CQC_CCO_SD {count = 8}; class SCAR_H_STD_EGLM_Spect {count = 8}; class SCAR_H_STD_TWS_SD {count = 8}; class M4A3_CCO_EP1 {count = 8}; class M4A3_RCO_GL_EP1 {count = 8}; class M14_EP1 {count = 8}; class SCAR_H_LNG_Sniper {count = 1}; class SCAR_H_LNG_Sniper_SD {count = 1}; class M24_des_EP1 {count = 1}; class m107 {count = 1}; class m107_TWS_EP1 {count = 1}; class M110_TWS_EP1 {count = 1}; class M110_NVG_EP1 {count = 1}; class M249_EP1 {count = 1}; class M249_m145_EP1 {count = 1}; class MK_48 {count = 1}; class M32_EP1 {count = 1}; class Colt1911 {count = 8}; class M9 {count = 8}; class Glock17_EP1 {count = 8}; class MAAWS {count = 2}; class M136 {count = 2}; }; class Magazines { class 30Rnd_545x39_AK {count = 50}; class 20Rnd_762x51_FNFAL {count = 50}; class 30Rnd_556x45_Stanag {count = 50}; class 30Rnd_556x45_StanagSD {count = 50}; class 20Rnd_762x51_B_SCAR {count = 50}; class 20Rnd_762x51_SB_SCAR {count = 50}; class 20Rnd_762x51_DMR {count = 20}; class 5Rnd_762x51_M24 {count = 20}; class 10Rnd_127x99_m107 {count = 20}; class 100Rnd_556x45_M249 {count = 20}; class 200Rnd_556x45_M249 {count = 20}; class 100Rnd_762x51_M240 {count = 20}; class 6Rnd_HE_M203 {count = 20}; class 15Rnd_9x19_M9 {count = 50}; class 15Rnd_9x19_M9SD {count = 50}; class 7Rnd_45ACP_1911 {count = 50}; class 17Rnd_9x19_glock17 {count = 50}; class 1Rnd_HE_M203 {count = 30}; class HandGrenade_West {count = 30}; class SmokeShell {count = 30}; class SmokeShellGreen {count = 30}; class SmokeShellRed {count = 30}; class Pipebomb {count = 20}; class MAAWS_HEAT {count = 10}; class MAAWS_HEDP {count = 10}; class M136 {count = 10}; }; class Backpacks { class US_Patrol_Pack_EP1 {count = 8}; class US_Assault_Pack_EP1 {count = 8}; class TK_ALICE_Pack_EP1 {count = 8}; class USBasicBag {count = 8}; class US_Backpack_EP1 {count = 8}; }; Edited July 6, 2011 by cobra4v320 Share this post Link to post Share on other sites