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.kju

secondary magazine overflow - which config value ?

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what config values do i need to set that AI does correctly determine the size and amount of magazines like when they like to refill their ammo by grabbing some from a dead body.

the problem we do face at the moment is:

1. unit doesnt have any ammo left

2. ai commander orders him to take primary ammo from a dead body

3. yet the ai does take all prim and secondary ammo !

4. ofp freezes as the secondary ammo slots from the soldier are overflown

this problem doesnt happen with for example BIS pistols !

so we do have a rucksack in the launcher slot and its ammo in the pistol slots - yet ai seems not to be able to determine the size and/or amount of the mags.

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class WGL_RucksackBase: LAWLauncher

{

scopeWeapon=public;

scopeMagazine=private;

displayName = "Rucksack";

displayNameMagazine="Rucksack";

shortNameMagazine="Rucksack";

nameSound="weapon";

uipicture="";

picture="\wgl_wep\icons\psdalice.jpg";

model="\wgl_wep\rucks\WGL_RucksackWAlice.p3d";

modelOptics="";

ammo="";

backgroundReload=1;

magazines[]=

{

...

};

};

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class WGL_RucksackMagBase: WGL_RucksackBase

{

scopeweapon=private;

scopemagazine=public;

magazineType = "1 * 32";

sound[]={"",0,1};

reloadSound[]={"",0,1};

drySound[]={"",0,1};

reloadTime=5;

canLock=0;

enableattack=false;

valueWeapon=20;

optics = 0;

uiPicture="";

ffMagnitude=0;

      ffFrequency=0;

      ffCount=0;

showEmpty = true;

recoil="WGL_EmptyRecoil";

};

any suggestions very welcome !

smile_o.gif

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class LAWLauncher: Default {};

class UKF_CLANSMAN: LAWLauncher

{

scopeWeapon = public;

scopeMagazine = protected;

nameSound="weapon"

model="\ukf_ukweps\clansman\clansman.p3d";

modelOptics="";

picture="\ukf_ukweps\icons\clansman.paa"

uipicture="\ukf_ukweps\icons\com_clnsmn.paa";

sound[]={"",1,1};

reloadSound[]= {"\ukf_ukweps\sounds\clansman\mic_out1.wav",20,1};

weaponType = WeaponSlotSecondary;

magazineType = WeaponNoSlot;

ammo=""; // no ammo

displayName = "Clansman";

reloadTime=0.0;

canLock=1

valueWeapon=20

optics = 0;

forceOptics = 0;

primary = false;

magazines[] = {};

canDrop = true;

};

use that as an example

obviously these two lines are quite important

weaponType = WeaponSlotSecondary;

magazineType = WeaponNoSlot;

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... and if you want that the AI won't take rocketlaunchers and rockets from dead bodies or from vehicles,

add this line to the class of that AI soldier :

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> weaponSlots="1 + 10* 256 + 2* 4096 + 2 + 4* 32";

Regards

Thunderbird84

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