Miburec 10 Posted May 30, 2013 After a few years without OFP. I'm completely out of practice concerning scripts and configs, so the first question is quite "noobish". But I wasn't able to find any clue about it - neither here nor in the depths of the world wide web. How can I define wether a magazine takes up a primary mag slot or a pistol mag slot? The second question is a bit more specific and might sound a bit odd: How can I define a "weaponless" magazine like grenades or stachels, while making them completely useless? Let me explain: I need those mags as "consumables", like firstaid kits, but they must not have any actual funktionality. My first approach was to make them simply a subclass of an allready existing magazine (M16 in this case). Since the weapon selection is quite restricted in my mission, I was perfectly fine with firstaid kits you could theoretically stuff into a M16 and unleash a band-aid hell upon an enemy - since there is simply not a single M16 in my mission to do so. The problem is that you cannot pick up magazines (from dead soldiers/crates/vehicle cargo) if you don't have the weapon which uses them. My second approach was to derive them from grenades. But after that i was able select them as a weapon and throw them (band-aid hell on a diet, so to speak, since they did not explode). Now I came up with two Ideas: The first was to derive them from stachel charges, since the "put" weapon is (like "throw" for grenades) allready available for soldiers. But i fear it leaves me with two problems: First of all the typical "put" porpably appears in the action list, which is quite annoying. The second is that stachel charges appear as a weapon in the upper left info box if the unit has no other weapon in its inventory. My second idea was to create a dummy weapon with "weaponType = WeaponNoSlot" to prevent it from beeing equiped or used somehow. But again I fear that the mag is displayed as a weapon, if no other weapon is available (like the stachel charge). Perhaps someone has an idea how to get around those issues. Share this post Link to post Share on other sites
max power 21 Posted May 31, 2013 (edited) You will probably find the answers to some of your questions here: http://browser.six-projects.net/cfg_magazines/classlist It's not often someone asks a question like this about CWA these days. I thought this was an arma question. Unfortunately, CWA is not on the six config browser. Edited May 31, 2013 by Max Power Share this post Link to post Share on other sites
Macser_old 0 Posted May 31, 2013 I don't see any references to OFP/CWA.Which doesn't have a CfgMagazines class. http://community.bistudio.com/wiki/CfgWeapons_Config_Reference#magazineType.3DNone_.28OfpOnly.29 The Magazinetype section might yield some info. :) Share this post Link to post Share on other sites
*zeewolf* 4 Posted June 4, 2013 Binocular slots: magazineType = 0; Pistol mags: magazineType = 32; Single slot mags: magazineType = 256; Dual slot mags: magazineType = "2 * 256"; Six slot mags: magazineType = "6 * 256"; etc. I can't think of an answer to your second question. Like you said you need the corresponding weapon to pick it up using the in-engine action menu. You may be able to simulate it using a scripted addActions while keeping the magazine unusable in the player's weapons. Share this post Link to post Share on other sites
Miburec 10 Posted June 4, 2013 Thanks for the info, it helped me alot. :) As for my second question, I decided to make unusable dummyweapons and adding them to the unit. Since I need the possibility to stuff those Items into a vehicles cargo, I need to be able to actually equip them, although "modes={}" keeps them unusable but selectable - yay! I also tried the modes={} with my grenade derived attempt (forgot to mention I redefined the throw weapon to take the kit as magazine) but this led to a strange bug, where everytime I dropped something, be it a weapon or a mag, the Kits got dropped too alltogether and I couldn't pick them up again... :confused: I try to avoid addAction like a pest, since this ridiulously high action radius is driving me nuts, so I allready redefine cfgvehicles where additional actions are unavoidable but try to keep them as few as possible. Anyway. 2 Problems solved, a truckload more left to go for... :rolleyes: Share this post Link to post Share on other sites
zulu1 145 Posted June 5, 2013 How can I define a "weaponless" magazine like grenades or stachels' date=' while making them completely useless?[/b'] This is not entirely true. These do have weapons, "throw" in the case of greandes and "put" in the case of satchels. Share this post Link to post Share on other sites
Miburec 10 Posted June 5, 2013 forgot to mention I redefined the throw weapon to take the kit as magazine I know, that's why i was able to throw the medikits like grenades (in my second attempt mentioned in the frist post)... Sry for the confusion, but after a long time without ofp scripting I rarely understand what I do, while some obscure part of my memory still knows what needs to be done ;) Share this post Link to post Share on other sites
vuser99 10 Posted June 14, 2013 Hey would you happen to know where the weapons file is located. I cant seem to find it, its not in the usual spot where it was when i played ofp years ago. Even the saved game file... much appreciated. Share this post Link to post Share on other sites