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Blake

Throwable satchel charges/grenades

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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 xmas.gif

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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

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A million thanks SelectThis! Fought with this problem for some time..

Merry xmas.gif

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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.

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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..

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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. smile_o.gif

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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..

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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. wink_o.gif

just the names of the weapons must be fixed for different requirements. smile_o.gif

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I saw the solution, I was just explaining more about it because I have screwwed around with this bug a bit.

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is it possible to use the init EH to launch the script?

or that loaded before ofp screws it up?

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