dkraver 1 Posted January 10, 2002 How do i make it posible to select your own weapon in the equipment part of the briefing before a mission start?? and is is possible for both SP and MP??? Share this post Link to post Share on other sites
Damage Inc 0 Posted January 10, 2002 In the description.ext file. Share this post Link to post Share on other sites
dkraver 1 Posted January 10, 2002 ?? And where is it located Share this post Link to post Share on other sites
Damage Inc 0 Posted January 10, 2002 In your mission folder. Share this post Link to post Share on other sites
dkraver 1 Posted January 18, 2002 Is it in the mission.sqm file or do i have to make it myself?? Share this post Link to post Share on other sites
Chris Death 0 Posted January 18, 2002 http://www.ofpeditingcenter.com/tutorial.shtml move there, and scroll down to: description.ext file description and you'll find all you need Share this post Link to post Share on other sites
dkraver 1 Posted January 18, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (DV Chris Death @ Jan. 18 2002,12:03)</td></tr><tr><td id="QUOTE">http://www.ofpeditingcenter.com/tutorial.shtml move there, and scroll down to: description.ext file description and you'll find all you need<span id='postcolor'> I have read it but says nothing about if it is something you make youself or if it is something you extract and if so how you do it Share this post Link to post Share on other sites
Chris Death 0 Posted January 18, 2002 Ah ok i got ya now Create your own file "description.ext" into your missions folder, where also your mission.sqm file is located. And here's the stuff to put inside Weapons in the game // This class indicates what weapons to make available to the player in the mission // briefing. Each subclass is optional. The count field in each subclass indicates // the number of that weapon to make available. Nato weapons class Weapons { // This is the regular NATO assualt rifle. It is also the most common weapon in Operation Flashpoint for use of NATO forces. Extra info: Single and Burst fire modes. class M16 { count = 1; // This represents the value of have many of this type of weapons you will get to pick from in the briefing. You need more then one if you intend to give it to more troops. }; // This is the regular NATO forces assualt rifle with a Grenade Launcher. Extra info: Single, Burst, and Grenade Launcher fire modes. class M16GrenadeLauncher { count = 1; // How many do you what? }; // The regular NATO forces backup weapon. Used mosly by pilots, driver , gunners, and commanders. Extra info: Single and Full auto fire modes class M4 { count = 1; // Your wish. }; // The machine gun used by NATO forces. Extra info: Full auto fire class M60 mode { count = 1; // Count them up. }; // This weapon is used by the Black Ops because it has a silencer. Extra info: Single and Full auto fire modes class HK { count = 1; // What to be stealthy. }; // This is the NATO forces sniper rifle. Extra info: Single shot class M21 fire mode { count = 1; //Take your pick. }; // This is the NATO forces anti tank weapon. Extra info: Only has ONE rocket. class CarlGustavLauncher { count = 1; // Here tanky tanky }; // This is the more common rocket launcher used by NATO forces. Extra info: Has three rockets class LAWLauncher { count = 1; // What to destroy something? }; // This is NATO's Anti Air Rocket Launcher. Extra info: Only has ONE rocket class AALauncher; { count = 1; // Who do you want to blow out of the sky? }; }; // NOTE When you put two }; you are telling the game that there are no more after this point in this subject. Russian weapons class Weapons { // This is the regular Russian forces weapon. It is also the most common weapon in Operation Flashpoint for use of Russian forces. Extra info: Single, Burst, and Full auto fire modes. class AK74; { count = 1; // This represents the value of have many of this type of weapons you will get to pick from in the briefing. You need more then one if you intend to give it to more troops. }; // The regular Russian forces backup weapon. Used mosly by pilots, driver , gunners, and commanders. Extra info: Single, Burst, and Full auto fire modes. class AK74SU; { count = 1; // Your wish. }; // This is the regular Russian forces assualt rifle with a Grenade Launcher. Extra info: Single, Burst, Full auto, and Grenade Launcher fire modes. class AK74GrenadeLauncher; { count = 1; // How many do you what? }; // The machine gun used by Russian forces. Extra info: Full auto class PK; fire mode { count = 1; // Count them up. }; // This is the Russian forces sniper rifle. Extra info: Single shot fire mode class SVDDragunov; { count = 1; // Take your pick. }; // This is the more common rocket launcher used by Russian forces. Extra info: Has three rockets class RPGLauncher; { count = 1; // What to destroy something? }; // This is the Russian forces anti tank weapon. Extra info: Only has ONE rocket. class AT4Launcher; { count = 1; // Here tanky tanky }; // This is Russian's Anti Air Rocket Launcher. Extra info: Only has ONE rocket class 9K32Launcher; { count = 1; // Who do you want to blow out of the sky? }; }; Resitance weapons class Weapons { // This weapon is used mostly by the Resistance soldiers. Extra info: Single, Burst, and Full auto fire modes. class AK47CZ; { count = 1; // This represents the value of have many of this type of weapons you will get to pick from in the briefing. You need more then one if you intend to give it to more troops. }; // This is the weapon mostly used by Resistance leader. Extra info: Single, Burst, and Full auto fire modes. class AK47; { count = 1; // Leaders charge. }; // This is the regular Resistance forces assualt rifle with a Grenade Launcher. Extra info: Single, Burst, Full auto, and Grenade Launcher fire modes. class AK47GrenadeLauncher; { count = 1; // How many do you what? }; // This is the addon Shotgun. Extra info: Single (ball) and burst (shell) class kozlice; { count = 1; // What is up with the resitance? }; }; Ammunition for the weapons // This class indicates what weapon magazines to make available to the player in the mission // briefing. Each subclass is optional. The count field in each subclass indicates // the number of that magazine to make available. Nato Ammo class Magazines { class M16 // Ammo for the M16 and M16GrenadeLauncher { count = 1; // How many clips do you what to have in the briefing selection. }; class GrenadeLauncher // Ammo for the Grenade Launcher under the M16GrenadeLauncher. { count = 1; }; class M4; // Ammo for the M4 backup gun { count = 1; }; class M60; // Ammo for the M60 machinegun { count = 1; }; class HK; // Ammo for the silenced HK { count = 1; }; class M21; // Ammo for the M21 sniper { count = 1; }; class CarlGustavLauncher; // Ammo for the Anti Tank Rocket Launcher. { count = 1; }; class LAWLauncher; // Ammo for the normal rocket launcher. { count = 1; }; class AALauncher; // Ammo for the Anti Air Rocket Launcher. { count = 1; }; }; Russian Ammo class Magazines { class AK74; // Ammo for the AK74, AK74SU, and AK74GrenadeLauncher { count = 1; // How many clips do you what to have in the briefing selection. }; class GrenadeLauncher; // Ammo for the Grenade Launcher under the AK74GrenadeLauncher. { count = 1; }; class PK; // Ammo for the PK machine gun { count = 1; }; class SVDDragunov; // Ammo for the SVDDragunov sniper rifle { count = 1; }; class RPGLauncher; // Ammo for the RPGLauncher { count = 1; }; class AT4Launcher; // Ammo for the AT4Launcher { count = 1; }; class 9K32Launcher; // Ammo for the AT4Launcher { count = 1; }; }; Resistance Ammo class Magazines { class AK47; // Ammo for the AK47, AK47CZ, and the AK47GrenadeLauncher. { count = 1; // How many clips do you what to have in the briefing selection. }; class GrenadeLauncher; // Ammo for the GrenadeLauncher under the AK47GrenadeLauncher { count = 1; }; class kozliceball; // Ammo for the Kozlice { count = 1; class kozliceshell; // Ammo for the Kozlice { count = 1; }; }; Share this post Link to post Share on other sites