amos m 0 Posted December 22, 2001 M trying to make a multi-player map that can be played for hours. Need to make the ammo last. Same for trucks? Got choppers. Share this post Link to post Share on other sites
Intruder 0 Posted December 22, 2001 You should be able, in an activation field of a trigger just type: box_name Addmagazinecargo ["ammoname",10] everytime it is activated, the command will repeat and add more ammo (Edited by Intruder at 11:29 am on Dec. 22, 2001) Share this post Link to post Share on other sites
amos m 0 Posted December 22, 2001 Ok. Tanks. Maybe I oughta get my brain into gear and start figuring these things out myself. Share this post Link to post Share on other sites
Intruder 0 Posted December 22, 2001 Might I suggest downloading the Command Ref that BI just released, it's very helpful http://www.flashpoint1985.com/docs/comref/comref.html Share this post Link to post Share on other sites
amos m 0 Posted December 22, 2001 Got it already. Tanks anyway. Share this post Link to post Share on other sites
Damage Inc 0 Posted December 22, 2001 The command reference doesn't work for me? It just says "XML Version check" and nothing else. Share this post Link to post Share on other sites
Intruder 0 Posted December 22, 2001 It should work with IE5.5 cos thats what I got. try http://www.flashpoint1985.com/docs/comref/data/comrefIE5.html Share this post Link to post Share on other sites
Damage Inc 0 Posted December 22, 2001 Well I use Netscape and that doesn't work. Share this post Link to post Share on other sites
Rob 1 Posted December 22, 2001 this is wot i added to my new mission by using this as a script and the ammo box i called ammo1. ;ammo crate 1 ammo1 addweaponcargo ["M16", 3]; ammo1 addmagazinecargo ["M16", 10]; ammo1 addweaponcargo ["m21", 3]; ammo1 addmagazinecargo ["m21", 10]; ammo1 addweaponcargo ["handgrenade", 10]; ammo1 addweaponcargo ["binocular", 1]; ammo1 addweaponcargo ["m4", 3]; ammo1 addmagazinecargo ["m4", 10]; ammo1 addweaponcargo ["M16grenadelauncher", 3]; ammo1 addmagazinecargo ["grenadelauncher", 10]; ammo1 addweaponcargo ["M60", 3]; ammo1 addmagazinecargo ["M60", 10]; ammo1 addweaponcargo ["lawlauncher", 1]; ammo1 addmagazinecargo ["lawlauncher", 10]; ammo1 addweaponcargo ["AAlauncher", 1]; ammo1 addmagazinecargo ["AAlauncher", 10]; ammo1 addweaponcargo ["carlgustavlauncher", 1]; ammo1 addmagazinecargo ["carlgustavlauncher", 10]; Share this post Link to post Share on other sites
zovirl 0 Posted December 22, 2001 I think you are supposed to add ammo before you add the weapon that uses it. That makes them come fully loaded when you grab them I think. I know there was some good reason to do the ammo before the weapon.... Share this post Link to post Share on other sites
Rob 1 Posted December 22, 2001 it worked so i dont care Share this post Link to post Share on other sites
Intruder 0 Posted December 22, 2001 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Quote: from zovirl on 7:46 pm on Dec. 22, 2001 I think you are supposed to add ammo before you add the weapon that uses it. Â That makes them come fully loaded when you grab them I think. Â I know there was some good reason to do the ammo before the weapon.... <span id='postcolor'> That is true with soldiers Addmagazine first, then Addweapon to make sure it's loaded from the start of the mission. Share this post Link to post Share on other sites