Blake 0 Posted December 23, 2002 Hi, I previously made a throwable satchel-charge (a kind of anti-tank charge which explodes on impact) BUT it will not work in multiplayer all - it simply does not show in the weapon menu. This has been tested severly and I must conclude it is a bug. Can BIS confirm this and perhaps fix it in the future by enabling custom throw-weapons for multiplayer? ...and merry Share this post Link to post Share on other sites
SelectThis 0 Posted December 23, 2002 Heya, I had this problem with the custom grenades and C4 charges in the SEB Delta Forces addon. The only way I could get it to work in MP was to remove all the weapons off each unit then re-add them at the start of a mission. (take a look at Gimbal's Tossers as well.) SelectThis Share this post Link to post Share on other sites
Blake 0 Posted December 23, 2002 A million thanks SelectThis! Fought with this problem for some time.. Merry Share this post Link to post Share on other sites
Tanelorn 0 Posted December 31, 2002 Same problem here. In my experience, I could use the custom grenades if I was not the unit leader. Very strange eh? So I guess for now the best thing to do is to use a script to remove the grenades and add them again at mission start. Share this post Link to post Share on other sites
granQ 293 Posted December 31, 2002 Probaly seems to be to do the new "Throw" weapon. I really think BIS should take a look on it, had done a swedish grenade. Nothing special but for the feeling, worked nice in SP but in MP it is like the game removes the throw weapon and adds it's own throw.. Share this post Link to post Share on other sites
Softegg 0 Posted August 4, 2004 found/had the same problem. my solution: [p1,p2,p3] exec "FixCustomThrowPut.sqs" <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_list=_this _index=0 #DoFix _unit=_list select _index "if (!(_unit hasweapon _x)) then {_unit addweapon _x}" foreach ["OPEF_Throw","OPEF_Put","OPEF_BandageCarry","OPEF_PdaCarry"] _index=_index+1 ?_index<count _list:goto "DoFix" thank you for inspiring me. Share this post Link to post Share on other sites
DanAK47 1 Posted August 4, 2004 There seems to be a bug that causes any addon ammo to be removed in MP if you don't have a weapon that *takes up a slot* for it. It will be there in the briefing but once you start the game, it's gone.. Share this post Link to post Share on other sites
Softegg 0 Posted August 4, 2004 There seems to be a bug that causes any addon ammo to be removed in MP if you don't have a weapon that *takes up a slot* for it. It will be there in the briefing but once you start the game, it's gone.. the solution for this you can find in my upper post. just the names of the weapons must be fixed for different requirements. Share this post Link to post Share on other sites
DanAK47 1 Posted August 4, 2004 I saw the solution, I was just explaining more about it because I have screwwed around with this bug a bit. Share this post Link to post Share on other sites
bedlam 0 Posted December 6, 2004 is it possible to use the init EH to launch the script? or that loaded before ofp screws it up? Share this post Link to post Share on other sites