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JOEHADENUF~MOH~

Adding pistols

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Hi, I'm in need of scripting assistance, I want to add a pistol to a unit, isn't is something like

“this addweaponcargo†then the name of the pistol then the pistol mag? I’m not sure how to do it, so

can someone give me an example, like with the revolver and revolvermag that came with resistance version 1.85

and second, if anyone knows what the name of the P8 used in the HK pack is called please let me know what that is...

((sorry if this has alredy been posted)))

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this addweaponcargo ["Beretta",1]; this addmagazinecargo ["BerettaMag",3]

That will give you M9 Beretta and 3 magazines for it......Look at the sticky at top of this forum for the list of weapons and how to script stuff with them next time  smile.gif

BTW - Replace "Beretta" and "BerettaMag" with "Revolver" and "RevolverMag" for the S&W Revolver

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">removeallweapons this; this addmagazine "Revolvermag"; this addmagazine "Revolvermag"; this addmagazine "Revolvermag"; this addmagazine "Revolvermag"; this addweapon "Revolver";<span id='postcolor'>

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hmmm.... I’m still having problems.... I've gotten close....

I got his script to work on a captive solder but it wont work on a solder with an m16 and a number of hand nades....

removeallweapons this; this addmagazine "BerettaMag"; this addmagazine "BerettaMag"; this addmagazine "BerettaMag"; this addmagazine "BerettaMag"; this addweapon "Beretta";

I what I really want to do is just have one of my solders to have a normal load out

but with a pistol like the Beretta (wile keeping it‘s original load out..... whenever I use removeallweapons this; in the initialization of a solder other than a captive I wind up with nothing... makes since, but why does it work on the captive and no one else?

there's probably a simple solution for this but I’m just not very experienced in scripting ...

sad.gif

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (JOEHADENUF~MOH~ @ Oct. 28 2002,08:04)</td></tr><tr><td id="QUOTE">hmmm.... I’m still having  problems....    I've gotten  close....  

I got his script to work on a captive solder but it wont work on a solder with an m16 and a number of hand nades....

removeallweapons this; this addmagazine "BerettaMag"; this addmagazine "BerettaMag"; this addmagazine "BerettaMag"; this addmagazine "BerettaMag"; this addweapon "Beretta";  

I what I really want to do is just have one of my solders to  have a normal load out

but with a pistol like the  Beretta (wile keeping it‘s original load out.....  whenever I use  removeallweapons this;  in the initialization of a solder other than a captive I wind up with nothing... makes since, but why does it work on the captive and no one else?

there's probably a simple solution for this but I’m just not very experienced in scripting ...

sad.gif<span id='postcolor'>

so don't use removeallweapons this

normal soldier has always space for sidearm

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