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sproyd

45 acp classname - changed again?

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45 ACP classname looks to have been changed again... what is it now? I can't seem to find any classname database that has the new name... I have the last one which was 30Rnd_45ACP_Mag_SMG_01

Preesh!

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For the Vermin in the dev build at least:

magazines[] = {"30Rnd_45ACP_Mag_SMG_01","30Rnd_45ACP_Mag_SMG_01_tracer_green"};

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That's what I've got - not working in Stable - can anyone verify?

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I got stable at home I can check in an hour or so if someone else doesn't get to it :)

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From config viewer (STABLE build)- I can't recall which one is the Vermin

SMG_01_F lists

magazines[] = {"30Rnd_45ACP_Mag_SMG_01","30Rnd_45ACP_Mag_SMG_01_tracer_green"};

SMG_02_F lists

magazines[] = {"30Rnd_9x21_Mag"};

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Okay I think I found a glitch that is unrelated to this classname. For some reason it won't add mags to the loadout as if the loadout is full but there is spare room.

Can someone test this? This is the init field for the unit - a green army team leader - adds no mags.

this setcaptive true; this addmagazines ["30Rnd_45ACP_Mag_SMG_01",7]; this addWeapon 'SMG_01_Holo_pointer_snds_F'; this addPrimaryWeaponItem 'optic_MRCO'; this addWeapon 'hgun_ACPC2_snds_F'; this addHeadgear 'H_Watchcap_sgg'; this addUniform 'U_I_CombatUniform_tshirt';

When I add removeallweapons this; to the front of the init, I have an empty loadout but get 3 mags... why 3, why not the 7 requested?

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confirmed Sproyd.:confused:

thinking!

edit:

I can understand the ammo not being able to fit before removing all weapons as there is a heap of smoke and the mags for the original weapon in the gear (5.56 30rnd stanag and tracer variety)

I can't understand where the other 4 mags go after the removeallweapons

edit 2:

It makes no difference if done in the init.sqf either or with a different soldier

Edited by KevsnoTrev

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Add a vest and uniform first, then add ammo. Base uniforms can't hold much at all.

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that makes sense Kylania,

Sproyd, you added the uniform at the end, so it replaces what ever was in there with an empty one.

TESTED

as above, but change the adduniform before adding magazines.

Had one mag in the gun and no spares.

Still only gives three mags after the removeallweapons is used.

the bar on the vest is near empty.

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Thanks guys but what gives? The mags won't take.

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Can you try to give the player the same vest that you spawn with and see if it's the best that is bugged?

At work can't test right now

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