Jump to content
Sign in to follow this  
shadow

Keep your inventory

Recommended Posts

How do I save the player's inventory from one mission to the next?

you know... like the resistance campaign.

and also if a player has stolen a certain vehicle. How do I save that vehicle over to the next mission aswell ?

Share this post


Link to post
Share on other sites

Perhaps you should ask Samson, he boasted that in his campaign,

once you've picked up a weapon, it stays throughout the campaign.

Perhaps you could save the weapons name and then in next mission

check what it was, but I'm not sure..

Share this post


Link to post
Share on other sites

use the savevar command.

close to the end of the mission run a script (call it weaponcheck.sqs?) that looks something like this:

? player hasweapon "hk": gun="hk";

savevar "gun"

exit

in the next mission's init.sqs strip the dude of his arms and rearm him with the gun he had in the last mission.

you realize that I did this in the old ofp, not in R.

I didn't get to study R too much yet. looks interesting, but I'm messing with a command engine that allows you to command all units of your side on the entire island.

(don't think foraging for arms is sooo interesting. (I like tactics)).

Share this post


Link to post
Share on other sites

If you are using Resistance (not sure if this command works in 1.46 or earlier) use the savestatus command.

_myguy=player savestatus "Somename"

An object.sav file will be created that warehouses the weapons, ammo, and health of the unit specified. If you also use the saveidentity command it will save face textures, name, etc... also.

There are also new weaponpool commands I have yet to get to, but they will create a file that warehouses all the weapons you get to choose from in the breifing screen.

Share this post


Link to post
Share on other sites

Thanks for the tips, guys

How do I load the "result" in the script in the beginning of the next mission?

fillweaponfrompool?

fillmagazinefrompool?

Share this post


Link to post
Share on other sites

put this into your following missions init.sqs:

(after you saved "gun" into the campaign space by previously saving it like I said above.)

removeallweapons player;

? gun=="m21": player addmagazine "m21"; player addmagazine "m21";

? gun=="hk": player addmagazine "hk"; player addmagazine "hk";

...

player addweapon gun

...

Share this post


Link to post
Share on other sites

You sure there are no simpler way of doing this stuff, Sam?

What I am looking for is a completely dynamic inventory-content. Just like the OFP:R campaign confused.gif

Share this post


Link to post
Share on other sites

I tried doing it the way you did , Sam.

It don't give me enough flexibility.

Its alot of work just to name every single weapon in the game confused.gif and it does'nt count the amount of ammo the player has sad.gif

I got an error-msg on the savevar-thingy , CrashDome

Share this post


Link to post
Share on other sites

biggrin.gif

you bet it is a lot of drudgery and unfancy footwork tounge.gif

like I said: now that we have R I'm sure there is a simpler way. I didn't study R yet though, so I can't tell you anything about it.

why don't you get yourself a depbo.doulibob and slice the R campaign open to investigate how bis did it?

it'll remain work any way you dice it. confused.gif

Share this post


Link to post
Share on other sites

Yeah, I'll see if I can find that new DePBO-util someone made that supports the Resistance-pbo's

Share this post


Link to post
Share on other sites

I finally got the loadstatus and savestatus to work smile.gif

It seems that that those commands can only be executed by a script and not in a trigger...strange....

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×