Demagor 0 Posted September 14, 2002 Okay, if this has already been an issue before, I apologize. I made a search and couldn't find it, but I may have used the wrong key words. Â If this topic has already been discussed, please feel free to set up a link to it. Anyway, I simply want to know how you limit (or not limit) the weapons a character can select from at the beginning of the game? Â For example, in the GEAR tab during Mission Briefing, how would I set it up so that the character could select from ANY weapon? ...from only a certain number of weapons? ....from no weapons (is stuck with the default I assigned)? Also, for that matter how about selecting 2nd weapons (LAW, Carl Gustav, etc.), Other (NVGs, Binocs, etc.)? Any assistance would be appreciated. Thanks! Share this post Link to post Share on other sites
bn880 5 Posted September 14, 2002 Hmm, try searching for description.ext. That's where you set up a Weapons and Magazines class with all the info. Share this post Link to post Share on other sites
Demagor 0 Posted September 16, 2002 I did a search for "description.ext", and though I found a handful of posts, none discussed this specific matter. Any other ideas? Share this post Link to post Share on other sites
ralphwiggum 6 Posted September 16, 2002 is description.ext, you can define how much (type) of weapon you can have from briefings. Share this post Link to post Share on other sites
Demagor 0 Posted September 16, 2002 Okay, Ralph... Here is a "description.ext" file from a random mission I just took apart.  Please show me where I would select what weapons that character can select from in the beginning: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE"> class CfgRadio {    sounds[] =    {       Tm_back2, Tm_tngd1, Tm_tngd2. Tm_tngd3, Tm_body, Tm_down, Tm_mndn1, Tm_notn1, Tm_dry, Tm_mur, Tm_objcm, Tm_quiet, Tm_hstdn, Tm_inpos, Tm_mndn2    };    class Tm_back2    {        name = "";        sound[] = {"Tm_back2.ogg", db, 1.0};        title = $STRM_Tm_back2;    };    class Tm_tngd1    {        name = "";        sound[] = {"Tm_tngd1.ogg", db, 1.0};        title = $STRM_Tm_tngd1;    };    class Tm_tngd2    {        name = "";        sound[] = {"Tm_tngd2.ogg", db, 1.0};        title = $STRM_Tm_tngd2;    }; class Tm_tngd3 { name = ""; sound[] = {"Tm_tngd3.ogg",db-0,1.0}; title = $STRM_Tm_tngd3; }; class Tm_body { name = ""; sound[] = {"Tm_body.ogg",db-0,1.0}; title = $STRM_Tm_body; };    class Tm_down    {        name = "";        sound[] = {"Tm_down.ogg", db, 1.0};        title = $STRM_Tm_down;    };    class Tm_mndn1    {        name = "";        sound[] = {"Tm_mndn1.ogg", db, 1.0};        title = $STRM_Tm_mndn1;    };    class Tm_notn1    {        name = "";        sound[] = {"Tm_notn1.ogg", db, 1.0};        title = $STRM_Tm_notn1;    };    class Tm_dry    {        name = "";        sound[] = {"Tm_dry.ogg", db, 1.0};        title = $STRM_Tm_dry;    };    class Tm_mur    {        name = "";        sound[] = {"Tm_mur.ogg", db, 1.0};        title = $STRM_Tm_mur;    };    class Tm_objcm    {        name = "";        sound[] = {"Tm_objcm.ogg", db, 1.0};        title = $STRM_Tm_objcm;    };    class Tm_quiet    {        name = "";        sound[] = {"Tm_quiet.ogg", db, 1.0};        title = $STRM_Tm_quiet;    };    class Tm_hstdn    {        name = "";        sound[] = {"Tm_hstdn.ogg", db, 1.0};        title = $STRM_Tm_hstdn;    };    class Tm_inpos    {        name = "";        sound[] = {"Tm_inpos.ogg", db, 1.0};        title = $STRM_Tm_inpos;    };    class Tm_mndn2    {        name = "";        sound[] = {"Tm_mndn2.ogg", db, 1.0};        title = $STRM_Tm_mndn2;    };    class Tm_come2    {        name = "";        sound[] = {"Tm_come2.ogg", db, 1.0};        title = $STRM_Tm_come2;    };      class Tm_come3    {        name = "";        sound[] = {"Tm_come3.ogg", db, 1.0};        title = $STRM_Tm_come3;   }; }; <span id='postcolor'> .... thanks! Share this post Link to post Share on other sites
Demagor 0 Posted September 17, 2002 BUMP Demagor's Bump-O-Matic © 2002, DVC Creations Share this post Link to post Share on other sites
ralphwiggum 6 Posted September 17, 2002 LOL! this one doesn't! but here is one form my mission. </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">class Weapons { class AK74SU { count = 5; }; class NVGoggles { count = 12; } class Binocular { count = 12; } }; class Magazines { class AK74 { count = 30; }; class HandGrenade { count = 20; }; class PipeBomb { count = 15; }; };<span id='postcolor'> Share this post Link to post Share on other sites
Chronicles 0 Posted September 17, 2002 Another example, if you want a very big weapon choice (only the leader of the squad or a player non affiliated can choose) </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">class Weapons { class XMS { count = 2; }; class G36a { count = 2; }; class Steyr { count = 2; }; class Bizon { count = 2; }; class MM1 { count = 2; }; class 6G30 { count = 2; }; class M16 { count = 2; }; class M4 { count = 2; }; class M16GrenadeLauncher { count = 2; }; class M60 { count = 2; }; class LAWLauncher { count = 2; }; class M21 { count = 2; }; class HK { count = 2; }; class CarlGustavLauncher { count = 2; }; class AK74 { count = 2; }; class AK74SU { count = 2; }; class PK { count = 1; }; class SVDDragunov { count = 1; }; class RPGLauncher { count = 1; }; class AT4Launcher { count = 1; }; class 9K32Launcher { count = 1; }; class kozlice { count = 1; }; }; class Magazines { class 6G30Magazine { count = 20; }; class G36aMag { count = 20; }; class SteyrMag { count = 20; }; class BizonMag { count = 20; }; class MM1Magazine { count = 20; }; class M16 { count = 20; }; class M4 { count = 20; }; class HandGrenade { count = 20; }; class M60 { count = 10; }; class GrenadeLauncher { count = 10; }; class M21 { count = 10; }; class LAWLauncher { count = 6; }; class HK { count = 20; }; class CarlGustavLauncher { count = 3; }; class Mine { count = 10; }; class PipeBomb { count = 10; }; class TimeBomb { count = 5; }; class Mortar { count = 5; }; class SmokeShell { count = 10; }; class AK74 { count = 20; }; class AK74SU { count = 20; }; class PK { count = 10; }; class SVDDragunov { count = 10; }; class RPGLauncher { count = 6; }; class AT4Launcher { count = 3; }; class 9K32Launcher { count = 2; }; class kozliceball { count = 20; }; class kozliceshell { count = 20; }; }; <span id='postcolor'> If you want to be a soldier part of a squad (and not the leader) and want to choose your weapon , just in the editor ungroup your soldier , then use a </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">[PLAYER] join LEADER<span id='postcolor'> in trigger or init line (with player name of your soldier and leader name of the squad leader) and the trick is done Share this post Link to post Share on other sites
Demagor 0 Posted September 17, 2002 Okay, Ralph. Let's break this down... what do these things mean: (1) "class Weapons" - Is this what section of the equipment you're specifying (i.e. Weapons, Equipment I, Equipment II, etc.)? (2) "class [itemname]"- Is this the inclusion of the weapon in the players "to-choose-from" list? So that if the weapon name appears here, it will be available for the player to select? (2) "count = 5;" - You got me on this. What value does the # represent? Thanks a TON for your help... Share this post Link to post Share on other sites
Frugo_PL 0 Posted September 17, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">(2) "count = 5;" - You got me on this. What value does the # represent? <span id='postcolor'> I think that the # stands for the number of weapons "in stock". Share this post Link to post Share on other sites
whisperFFW06 0 Posted September 18, 2002 Any way to differentiate the side of the player? I mean : in a 2 sides MP mission, I want ppl to be able to select US weapons for West side, and Russian weapons for East side. So the gear section should be changed based on the side. Is there any way to do this? Whis' Share this post Link to post Share on other sites
ralphwiggum 6 Posted September 18, 2002 (1) "class Weapons" - Is this what section of the equipment you're specifying (i.e. Weapons, Equipment I, Equipment II, etc.)? OFP uses C++'s class structure to define weapons. and each weapon is its own 'class'. so roughly, each 'class' is comparable to 'type' in reallife. like 'class M16' would mean 'type M16' (2) "class [itemname]"- Is this the inclusion of the weapon in the players "to-choose-from" list? So that if the weapon name appears here, it will be available for the player to select? yes (2) "count = 5;" - You got me on this. What value does the # represent? Frugo_PL answered it. this is how much of that stuff you can get. i.e. "in stock" Share this post Link to post Share on other sites