RozekPoland 591 Posted December 21, 2012 I'm trying to figure out the meaning of PRIMARY in weapon's config. Not much info about it on BIKI - http://community.bistudio.com/wiki/CfgWeapons_Config_Reference primary=10; is default in config.cpp for class Default Share this post Link to post Share on other sites
ProfTournesol 956 Posted December 22, 2012 It's a matter of priority (how often the units may use it). For example, the "strokefist" weapons has a very low priority (that's why it doesn't work on vanilla for AI) : primary = 1; // very low priority Share this post Link to post Share on other sites
RozekPoland 591 Posted December 22, 2012 I'm looking for a way to remove weapons' actions from Action List like Reload, Drop etc. Changing primary to 0 or 1 in weapon's config only hides the action of changing weapon but does not hide all actions concering that weapon. Share this post Link to post Share on other sites
ProfTournesol 956 Posted December 22, 2012 To get rid of the "drop" action, use "candrop = false". Maybe you could try "autoreload = true" to get rid of the reload action. Share this post Link to post Share on other sites
JdB 151 Posted December 22, 2012 (edited) Maybe you could try "autoreload = true" to get rid of the reload action. On a sidenote, this only seems to work for firearms. I tried this for tank cannons, but it didn't work :( Edited December 22, 2012 by JdB Share this post Link to post Share on other sites
RozekPoland 591 Posted December 22, 2012 What's more primary seems not to apply to handguns and NV Goggles (may be more, not tested all). Share this post Link to post Share on other sites
JdB 151 Posted December 22, 2012 What's more primary seems not to apply to handguns and NV Goggles (may be more, not tested all). Well that seems clear to me, they're not supposed to go in the primary weapons slot (1), but in 2 and 4096. The only slot types that I know of that it's working for are 1, 2 and 256 (heavy weapons). They're completely different classes with their own animations. A nice trick for addonmakers to make a one shot disposable anti tank weapon like the LAW is to make the rocket ammo the same slot type (4096) as the launcher and have it dropped after one shot via eventhandler. That way it won't take up inventory slot space. Found that out when making my own realism mod (the first play test was a real blast, litterally as the Ai was often accused of cheating, well now it was really an unfair fight :D) Share this post Link to post Share on other sites