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Problem with ammo respawn?

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I’ve got my map set up to respawn players after they get killed. The problem is that when the players respawn, the add on’s that I put in the ammo boxes are not there.

note: In the ammos boxes I added the line:

this addWeapon "NVGoggles"

How do I make it so that the NV goggles are always in the ammo boxes even when the players come back in their second life?

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huh ?

respawn of units does not affect gear in crates.

How many goggles did you add to crate ? 1 ?

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Hello Balschoiw

Hmm, I didn’t know you could set a number amount in a box so I’m not really sure. All I know is I added the line this addWeapon "NVGoggles" in the INT field.

If you know how to set an amount, please explain.

By the way in reference to what you just mentioned I have two more questions now.

1. what’s is the Max amount of things an ammo box can hold?

2. Other question is, dose it matter what box I put the goggles in? There are three different kinds of ammo boxes to choose from. Doses the kind of box have any relation to what goes in it?

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When you want add NVgoggles into ammo box you must use :

this addWeaponCargo ["NVGoggles", 10]

It adds 10 NVgoggles into that crate.

addWeapon command is for units.

to your next questions :

1) I don't know about limit

2) It doesn't matter

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">1. what’s is the Max amount of things an ammo box can hold?<span id='postcolor'>

There have been issues with weapons lying on the ground instead of being contained in crates with some versions of OFP.

I use a max of 50 on handguns and rifles. 20 to LAW and RPG´s, and so on. It depends on how you want to create your map.

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Thanks guys

And thanks Bart.Jan for getting them two questions!

I didn’t add the word cargo. I’ll try it your way this time.  See the other problem was after an hour goes by, most of the ammo boxes are empty so I was hoping that I could do something that would respawn what’s inside the boxes much like the Respawn modes for the players in the description text file.

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you can query the loadout of the ammobox with a looped script and refill them if a certain amount of remaining weapons is left in the crates.

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Wait I’m not clear on something, so you said to use this addWeaponCargo ["NVGoggles", 10] for ammo boxes but what about the INT filed in a player? Should I still use the addWeaponCargo for players INT fields?

Not sure what you mean by query Balschoiw you would have to explain that for me to understand. One thing that I’ve always wondered is, do ammo boxes use up a lot of resources? Another words can I add a ton of ammo boxes to my map with out slowing it down? And doses the amount of things in the boxes have an impact on performance?

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Should I still use the addWeaponCargo for players INT fields?<span id='postcolor'>

If you want to have your player have different weapons than the standard loadout you need to do it in init line. This only takes effect once. If they are respawned the regular way with no script that predifines a custom loadout, they will carry the standard loadout again.

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">Another words can I add a ton of ammo boxes to my map with out slowing it down? And doses the amount of things in the boxes have an impact on performance? <span id='postcolor'>

Test it biggrin.gif

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