bedlam 0 Posted November 22, 2004 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. Share this post Link to post Share on other sites
bn880 5 Posted November 22, 2004 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. Share this post Link to post Share on other sites
DanAK47 1 Posted November 22, 2004 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. Share this post Link to post Share on other sites
bedlam 0 Posted November 22, 2004 yeah dummy mags.. u mean like i wrote in my first post? Â 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. Share this post Link to post Share on other sites
bn880 5 Posted November 22, 2004 I thought your question was how to make sure the ruck is not held like a weapon. Share this post Link to post Share on other sites
bedlam 0 Posted November 22, 2004 yes it is. bn880.. zeus ts plz. Share this post Link to post Share on other sites
bedlam 0 Posted November 22, 2004 u cant check weapons or mag in crates.... another annoying limit. Share this post Link to post Share on other sites
General Barron 0 Posted November 23, 2004 u cant check weapons or mag in crates.... another annoying limit. 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. Share this post Link to post Share on other sites
bedlam 0 Posted November 23, 2004 that was solved. enableattack=false Share this post Link to post Share on other sites