rekster 0 Posted July 14, 2004 I have been able to use the AP mines from mapfact in a few missions. What I would like to do, and have not been able to, is add them to a weapons crate. Is it possible to add them to a weapons crate, like you would reg. mines? Not real savy at scripting so if it requires a script to do it, does anyone have a script for it? Share this post Link to post Share on other sites
benu 1 Posted July 14, 2004 Afaik JörgF does not read here, so you should better ask your question in the mapfact forum. Share this post Link to post Share on other sites
rekster 0 Posted July 14, 2004 Thanks Benu, I went and registered at Mapfact and posted in the english forum. Share this post Link to post Share on other sites
Tomislav 0 Posted July 14, 2004 tell us if it is possible Share this post Link to post Share on other sites
raedor 8 Posted July 15, 2004 that's what i would do (not tested; especially in mp there could be problems): write this in the initline of your ammocrate: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">TakeMines = MyAmmocrate addAction ["Take AP Mine", "RAE_TakeMine.sqs"]and copy this script called RAE_TakeMine.sqs into your mission folder:<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">? JOFMineAlle == 12 :TitleText [localize "STR_DN_JOF_Mine_kann","Plain Down"];exit ? JOFMine2 > 0 : goto "Weiter" ? JOFMineAlle > 0 : goto "Weiter1" JOFMineAlle=0 #Weiter1 JOFMine2=0 #Weiter JOFMine2=JOFMine2+1 JOFMineAlle=JOFMineAlle+1 _T = localize "STR_DN_JOF_AP_Mine_Legen" JOFID3 = (_this select 1 ) addAction [Format["%2: %1.",JOFMine2,_T],"\JOF_objects1\AP_Mine2.sqs"] exitafaik you can check with JOFMineAlle how many mines the player has. then you can make a script like<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">@JOFMineAlle > 11 MyAmmocrate removeAction TakeMines Share this post Link to post Share on other sites
rekster 0 Posted July 15, 2004 Thanks raedor, I will give that a try. I also plan to try it in MP. Hope I can add this to CTI maps. Would be nice to have for defensed around base. :grin: I will let you know how the MP part works out. Share this post Link to post Share on other sites
rekster 0 Posted July 15, 2004 I created a simple mission test mission and added a empty crate, and added the intline you stated and put the script in the mission folder. I tried to test it in editor, but when I look at crate, it is empty. As far as I can tell I did what you stated From mission.sqm class Vehicles { items=1; class Item0 { position[]={9384.267578,14.974420,3693.200439}; id=0; side="EMPTY"; vehicle="MFCTI115EmptyCrate"; skill=0.600000; init="TakeMines = MyAmmocrate addAction [""Take AP Mine"", ""RAE_TakeMine.sqs""]"; I named the script just as you said to RAE_TakeMine.sqs Did I do something wrong? Share this post Link to post Share on other sites
raedor 8 Posted July 15, 2004 yes, you forgot to name the ammocrate "MyAmmocrate". but i didn't mention it Share this post Link to post Share on other sites
raedor 8 Posted July 17, 2004 ok, i made a working demomission now. the scripts above do not work. so everyone who wants to get this demomission: PM me. Share this post Link to post Share on other sites