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boboNuts

i need guns in ammo boxes

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i want to add stuff to ammo boxes, im using civilien-ammo-ammo creates west. and in the init feild i type

this addweapon"m16"; this addmagazine"m16"

or

this addweaponcargo"m16"; this addmagazinecargo"m16"

what am i doing wrong?

what i wanna do is have me taking some R and R in the hills on everon and then hear some weapon fire in the distance jump in my truck(i have no gun know)and drive to see my base blow to ####......then i go to my secret cabin and grab some ammo/guns and kill people.

but i cant get any guns....only i cant get any guns in the ammo creates!

HELP

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okay type this in the init field of an crate, truck, or m113 etc.

example:

this addweaponcargo ["m16",1];

this addmagazine ["m16",99];

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okay type this in the init field of an crate, truck, or m113 etc.

example:

this addweaponcargo ["m16",1];

this addmagazine ["m16",99];

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You have to use particular types of ammo crates.

I think the "Side" has to be "empty" ammo crates. DEFINITELY not West or East. I don't even think Civilian-side crates work.

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Try this:

Side: Empty

Class: Ammo

Unit: Ammo Crates (west)

Initialization: this addweaponcargo ["AK74", 1]; this addmagazinecargo ["AK74", 1]

Now U should have an AK74 with 30 rounds in a west crate. Its important that U type exactly like I did in initialization or it wount work.

Initialization: this addweaponcargo ["AK74", 2]; this addmagazinecargo ["AK74", 3]

This will give U 2 AK74 and 3 AK74 magazines

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Here's what I have done and it works in Crates, Ammo Trucks and PBR's.

First off, I make sure that all of them are empty.

Then I name them, example: Crate1, Ammo1, PBR1

Then in the Init field I type in this:

Crate1 AddWeaponCargo ["XMS",20]; Crate1 AddMagazineCargo ["m4",200]

I follow that with all the weapons I want to put in. Trust me, you screw that up and the editor will tell you. If you do it right, but screw up the ammo names, you'll know when you launch, cause it will desk top you.

What you might try is create a bogus mission that you can test new things in and put weapons crates and ammo trucks in it. Then you could perfect it and then copy those crates over to your maps without having to type in the scripting all the time. If your going to use all the new add-on weaps, you might switch to the new weapons add-on crates. I have used both Ammo Crate 1 and Ammo Crate 2 the same way, either one will hold the weapons.

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You can also create an init.sqs file and add the code for the crates in there.  That's what I do.

For an example:

Add a crate to your map.

Side:  Empty

Class:  Ammo

Unit:  Ammo Crates (West)

Name:  AC_W1

Create an init.sqs file and add the following:

;

; Ammo Crate West #1

AC_W1 AddWeaponCargo ["HK", 10];

AC_W1 AddWeaponCargo ["M4", 10];

AC_W1 AddWeaponCargo ["XMS", 10];

AC_W1 AddWeaponCargo ["M16", 10];

AC_W1 AddWeaponCargo ["M16GrenadeLauncher", 10];

AC_W1 AddWeaponCargo ["Steyr", 10];

AC_W1 AddWeaponCargo ["G36a", 10];

AC_W1 AddWeaponCargo ["m60", 10];

AC_W1 AddWeaponCargo ["M21", 10];

AC_W1 AddWeaponCargo ["LAWLauncher", 10];

AC_W1 AddWeaponCargo ["MM1", 10];

AC_W1 AddMagazineCargo ["HK", 30];

AC_W1 AddMagazineCargo ["M4", 30];

AC_W1 AddMagazineCargo ["M16", 30];

AC_W1 AddMagazineCargo ["M16GrenadeLauncher", 30];

AC_W1 AddMagazineCargo ["SteyrMag", 30];

AC_W1 AddMagazineCargo ["G36aMag", 30];

AC_W1 AddMagazineCargo ["m60", 30];

AC_W1 AddMagazineCargo ["m21", 30];

AC_W1 AddMagazineCargo ["LAWLauncher", 30];

AC_W1 AddMagazineCargo ["MM1Magazine", 30];

Once you start the map, you'll have a heavily loaded group of ammo crates.

If you want to cut back on the time you have to scroll through the list of weapons, create a second crate and split up the weapons/ammo between the two crates.  Be sure to separate them a bit or you will have one big list of weapons still.

This may not be the best way to go about this, but it works for me.

Hope this helps.

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