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bedlam

making of a rucksack.?

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first thing first.

i was thinking of having the rucksack as a secondary.

and giving it dummy mags with huge reload time.. so u wont be able to fire with rucksack.

how do i configure the rucksack so that he wont try and hold the rucksack as a weapon?

and still be able to have ammo for it in the usual ammo slots.

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Well, jsut brainstorming here but one way I think that would be doable is if the rucksack is of a "Put" weapon type, or if it holds only "Put" type magazines. Otherwise, it may have something to do with the model proxies.

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No ammo and no magazines. I think that's what I used.

edit: If you make it use regular ammo to "carry" it will end up acting like that weapon. So if you try and carry a RPG magazine in your rucksack, your ruck will fire RPGs. Use dummy mags and a script to replace the real ones with dummies.

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yeah dummy mags.. u mean like i wrote in my first post?  smile_o.gif

what i want to know is .how do i get the rucksack not able to fire?..

what class should i start from?..so that its not possible to get the rpg anim..

i will then use the rucksack model and config it as a ammocrate with a script that counts the dummies on the soldier and add them to the crate.. then remove rucksack.

and the other way around

controlled by action.

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I thought your question was how to make sure the ruck is not held like a weapon.

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u cant check weapons or mag in crates.... another annoying limit. sad_o.gif

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u cant check weapons or mag in crates.... another annoying limit. sad_o.gif

Yeah, but you can set the maximum number of mags or weapons in a crate.

I'd look into the config of some of the radio-addons out there. Those don't get selected as weapons, but they fill up the secondary weapon slot, right? I'm thinking, the sebnam or bas radios.

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