sproyd 2 Posted August 19, 2013 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! Share this post Link to post Share on other sites
kylania 567 Posted August 19, 2013 For the Vermin in the dev build at least: magazines[] = {"30Rnd_45ACP_Mag_SMG_01","30Rnd_45ACP_Mag_SMG_01_tracer_green"}; Share this post Link to post Share on other sites
sproyd 2 Posted August 19, 2013 That's what I've got - not working in Stable - can anyone verify? Share this post Link to post Share on other sites
kylania 567 Posted August 19, 2013 I got stable at home I can check in an hour or so if someone else doesn't get to it :) Share this post Link to post Share on other sites
KevsNoTrev 44 Posted August 19, 2013 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"}; Share this post Link to post Share on other sites
sproyd 2 Posted August 19, 2013 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? Share this post Link to post Share on other sites
KevsNoTrev 44 Posted August 19, 2013 (edited) 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 August 19, 2013 by KevsnoTrev Share this post Link to post Share on other sites
kylania 567 Posted August 19, 2013 Add a vest and uniform first, then add ammo. Base uniforms can't hold much at all. Share this post Link to post Share on other sites
KevsNoTrev 44 Posted August 19, 2013 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. Share this post Link to post Share on other sites
sproyd 2 Posted August 20, 2013 Thanks guys but what gives? The mags won't take. Share this post Link to post Share on other sites
KevsNoTrev 44 Posted August 20, 2013 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 Share this post Link to post Share on other sites