Jump to content
Sign in to follow this  
Demagor

Mission weapon selection

Recommended Posts

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.  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?  

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

Hmm, try searching for description.ext.

That's where you set up a Weapons and Magazines class with all the info. smile.gif

Share this post


Link to post
Share on other sites

I did a search for "description.ext", and though I found a handful of posts, none discussed this specific matter.

Any other ideas?

confused.gif

Share this post


Link to post
Share on other sites

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

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

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

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

</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

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

(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

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

×