Luft08 27 Posted January 8, 2021 I spawned a zippo (uns_M132) from the Unsung mod. I want to add some bouncing Bettys (APERSBoundingMine) into the cargo area. I have tried: _zippo addItemCargoGlobal ["APERSBoundingMine", 30]; and _zippo addWeaponCargoGlobal ["APERSBoundingMine", 30]; and _zippo addMagazineCargoGlobal ["APERSBoundingMine", 30]; but nothing works. I put down one of the mines and used the config viewer and found: configfile >> "CfgVehicles" >> "APERSBoundingMine" So it's classified as a vehicle?? How do I load these "vehicles" into my zippo vehicles?? Thanks Share this post Link to post Share on other sites
pierremgi 4739 Posted January 8, 2021 Make you sure you _zippo is the uns_M132. That said: _zippo addMagazineCargoGlobal ["APERSBoundingMine_Range_Mag",30]; Unsung is a great mod for traps btw, I like "uns_mine_fuel_mag", "uns_traps_arty_mag", "uns_traps_claymore_mag", "uns_mine_guitar_mag"... This trap claymore is automatic. No need to remote control it. 2 1 Share this post Link to post Share on other sites
Luft08 27 Posted January 9, 2021 21 hours ago, pierremgi said: Make you sure you _zippo is the uns_M132. That said: _zippo addMagazineCargoGlobal ["APERSBoundingMine_Range_Mag",30]; Unsung is a great mod for traps btw, I like "uns_mine_fuel_mag", "uns_traps_arty_mag", "uns_traps_claymore_mag", "uns_mine_guitar_mag"... This trap claymore is automatic. No need to remote control it. Thanks again pierremgi, you are a fountain of information! Strange that I couldn't load the APERSBoundingMine which is also an asset from the Unsung mod. Share this post Link to post Share on other sites
pierremgi 4739 Posted January 9, 2021 1 hour ago, Luft08 said: Thanks again pierremgi, you are a fountain of information! Strange that I couldn't load the APERSBoundingMine which is also an asset from the Unsung mod. No, I gave you the solution. "AperBoundingMine" is the class of the object/vehicle placed in editor. In your inventory, you need to add the magazine class "APERSBoundingMine_Range_Mag" which becomes the bounding mine once the player put it on ground. Roughly: vehicles (objects) for editor , but items, magazines, weapons, backpacks to be added in inventory. Note: Once in mission/preview, cursorObject will return the object. That can be a magazine for an activated mine, but a simple "groundWeaponHolder" containing the mine magazine when deactivated (the reason why you can grab it). Same for a weapon edited on ground, example; "Weapon_arifle_AK12_F" is a weapon holder containing the "arifle_AK12_F" weapon. 1 Share this post Link to post Share on other sites