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cms81586

Weapons selection when exporting mission...

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How do you make the weapons inventory so you can choose any gun after you export the mission to single player? Also, I am still learning how to use OFP editor and would like to know if it is possible to make a decent mission without scripting. (I don't know how)

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Extract the mission from the missions folder with any pbo extractor and change the description.ext so that there are the weapons and stuff you want to be available. Then copy that mission into your user's missions folder and save it again through the game. Is this what you ment?

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</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (cms81586 @ Jan. 08 2003,16:43)</td></tr><tr><td id="QUOTE">How do you make the weapons inventory so you can choose any gun after you export the mission to single player?  Also, I am still learning how to use OFP editor and would like to know if it is possible to make a decent mission without scripting.  (I don't know how)<span id='postcolor'>

You don't have use scripts to make a good mission.

Scripts are used for uhmm "special incidents" to happen.

i.e. eject a squad from a heli or simulate an object carried by another object (car under heli etc) or a script can be used to other functions not directly supported by the mission editor.

You can still make exciting missions without the use of scripts. The majority of user-made missions are using scripts.

To make a inventory-selection for the mission-beginning you need to configure the "selection" you need to define the weapon and ammo-classes in a file called 'description.ext' (a text-based file you put into the same folder you have the mission.sqm). All files in that folder will automatically be exported with the mission.

I have'nt got ofp where I am now so I'm unable to show you a sample right now. Maybe someone else can...

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Maybe you can use this.

</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">// Description.ext (in the Mission directory) file format description

// Thanks to Lustypooh for all the good information

//Sets scoring of mission at end

minScore = 250

avgScore = 2500

maxScore = 6000

// Title that appears on screen in briefing

onloadintro = ""

// Title that appears on screen at beginning of mission

onloadmission = ""

// Indicates whether or not the debriefing window appears at end of the mission

debriefing = 1

// Indicates whether or not to display the watch during the briefing

showWatch = 1

// Indicates whether or not to display the compass during the briefing

showCompass = 1

// Indicates whether or not to display the notepad during the briefing

showNotepad = 1

// Indicates whether or not to display the global positioning system during the mission

showGPS = 0

// Indicates whether or not to display the map during the briefing

showMap = 1

// Unknown effect - leave value as true, probably displays mission time during loading

onLoadIntroTime = true

// Indicate desired spawn condition and delay

respawn = "3"

respawndelay = 10

// This class indicates what weapons to make available to the player in the mission

class Weapons

{

class M16

{count = 1;};

class M16GrenadeLauncher

{count = 1;};

class M4

{count = 1;};

class HK

{count = 1;};

class M21

{count = 1;};

class M60

{count = 1;};

class LAWLauncher

{count = 1;};

class CarlGustavLauncher

{count = 1;};

class AALauncher

{count = 1;};

class Binocular

{count = 1;};

class NVGoggles

{count = 8;};

};

// This class indicates what weapon magazines to make available to the player in the mission briefing.

class Magazines

{

class M16

{count = 4;};

class Grenadelauncher

{count = 4;};

class M4

{count = 4;};

class HK

{count = 4;};

class M21

{count = 4;};

class M60

{count = 4;};

class LAWLauncher

{count = 4;};

class CarlGustavLauncher

{count = 4;};

class AALauncher

{count = 4;};

class HandGrenade

{count = 12;};

class Pipebomb

{count = 4;};

class Mine

{count = 4;};

class Mortar

{count = 4;};

class Flare

{count = 4;};

class SmokeShell

{count = 4;};

class FlareRed

{count = 4;};

class SmokeShellRed

{count = 4;};

};

//End of file<span id='postcolor'>

Cant remember where i got from.

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