ryansoper 10 Posted July 13, 2016 Hi guys, I'm currently trying to write part of a larger script and this bit should spawn a gunman and then arm him with 1 of three weapons depending on the roll, and then it will give him three mags for that gun. In testing the gun will be added to the inventory, and the hint inside the ifs for the magazines is displayed, it just won't actually add the magazines. _weaponArray = ["hgun_Pistol_heavy_01_F", "hgun_PDW2000_F", "srifle_DMR_05_tan_f"]; _weapon = selectRandom _weaponArray; _skill = random 1; hint format ["skill = %1", _gunmanPos]; _gunman = "criminal_1" createUnit [ getMarkerPos _gunmanPos, CriminalGroup, "gunman = this;"]; removeAllWeapons gunman; gunman setSkill _skill; gunman addEventHandler ["MPKilled", {call FNC_CalloutConcluded;}]; if (_weapon == "hgun_Pistol_heavy_01_F") then { hint "hgun_Pistol_heavy_01_F"; gunman addMagazine "11Rnd_45ACP_Mag"; gunman addMagazine "11Rnd_45ACP_Mag"; gunman addMagazine "11Rnd_45ACP_Mag"; }; if (_weapon == "hgun_PDW2000_F") then { hint "hgun_PDW2000_F"; gunman addMagazine "30Rnd_9x21_Mag"; gunman addMagazine "30Rnd_9x21_Mag"; gunman addMagazine "30Rnd_9x21_Mag"; }; if (_weapon == "srifle_DMR_05_tan_f") then { hint "srifle_DMR_05_tan_f"; gunman addMagazine "10Rnd_93x64_DMR_05_Mag"; gunman addMagazine "10Rnd_93x64_DMR_05_Mag"; gunman addMagazine "10Rnd_93x64_DMR_05_Mag"; }; gunman addWeapon _weapon; Any ideas what might be going wrong? Let me know if you need more of the code, this is just a snippet that *should* deal with the weapon addition. Ryan Share this post Link to post Share on other sites
sarogahtyp 1108 Posted July 13, 2016 Try this with ur magazine type and ur needed magazine count because its the global syntax for that command: player addMagazine ["30Rnd_556x45_STANAG", 15]; Share this post Link to post Share on other sites
HallyG 239 Posted July 13, 2016 Maybe there isn't enough space in the inventory for the magazines? also you can replace gunman addMagazine "30Rnd_9x21_Mag"; gunman addMagazine "30Rnd_9x21_Mag"; gunman addMagazine "30Rnd_9x21_Mag"; with gunman addMagazines ["30Rnd_9x21_Mag", 3]; Share this post Link to post Share on other sites
Grumpy Old Man 3546 Posted July 13, 2016 BIS_fnc_addWeapon Cheers 2 Share this post Link to post Share on other sites
Beerkan 71 Posted July 13, 2016 Based on the code you've posted. Replace _weaponArray = ["hgun_Pistol_heavy_01_F", "hgun_PDW2000_F", "srifle_DMR_05_tan_f"]; _weapon = selectRandom _weaponArray; with this _weapon = selectRandom ["hgun_Pistol_heavy_01_F", "hgun_PDW2000_F", "srifle_DMR_05_tan_f"]; and all this if (_weapon == "hgun_Pistol_heavy_01_F") then { hint "hgun_Pistol_heavy_01_F"; gunman addMagazine "11Rnd_45ACP_Mag"; gunman addMagazine "11Rnd_45ACP_Mag"; gunman addMagazine "11Rnd_45ACP_Mag"; }; if (_weapon == "hgun_PDW2000_F") then { hint "hgun_PDW2000_F"; gunman addMagazine "30Rnd_9x21_Mag"; gunman addMagazine "30Rnd_9x21_Mag"; gunman addMagazine "30Rnd_9x21_Mag"; }; if (_weapon == "srifle_DMR_05_tan_f") then { hint "srifle_DMR_05_tan_f"; gunman addMagazine "10Rnd_93x64_DMR_05_Mag"; gunman addMagazine "10Rnd_93x64_DMR_05_Mag"; gunman addMagazine "10Rnd_93x64_DMR_05_Mag"; }; gunman addWeapon _weapon; with this [gunman ,_weapon,3] call BIS_fnc_addWeapon; 2 Share this post Link to post Share on other sites
ryansoper 10 Posted July 13, 2016 I had no idea this function even existed! Makes life much easier! Now lets see if it works! Share this post Link to post Share on other sites