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demonhunter212

PLA Mod Weapon Names

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Okay, the PLA(Chinese)Mod has a ton of cool weapons... and I was wondering if any of you know the names for the weapons and their magazines. I tried reading the readme but i can't read Chinese whistle.gif

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You can dpbo the addon file and find the config file. It should have all weapons names inside.

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Put a unit on the map that has the weapons you want to use.

past this into his init field:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">hintC format["Weapons: ""%1"", Magazines: ""%2""", weapons this, magazines this]

Use the names displayed in the dialog box.

Also, it would be nice of you to add the names you find to this thread:

http://www.flashpoint1985.com/cgi-bin....t=16179

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ColonelSanders' code sample didn't work (for me) when I tried entering it in a unit's init field. However, it worked beautifully when incorporated into a short script file named "getLoadout.sqs" called by a radio trigger with *[unitName] exec "getLoadout.sqs"* placed in the "on activation" field. "getLoadout.sqs" is simply: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_unit=_this select 0

hintC format ["Weapons: ""%1"", Magazines: ""%2""", weapons this, magazines this] It's a really useful tool for identifying undocumented, addon weapon and magazine names in mods like ffur2005. Thanks, ColonelSanders.

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This will work in unit's Init:

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

hint format ["Weapons - %1 \n Magazines - %2", weapons this, magazines this]

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Whoops, I guess ofp doesn't like hintC in an init field.

That's what I get for not testing code before I post I guess.

It would work if you did that on a radio command though I guess.

Put the following in the on activation field of a radio trigger.

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">hintC format ["Weapons: ""%1"", Magazines: ""%2""", weapons myUnitName, magazines myUnitName]

You could also put it in init.sqs after a delay as well.

Using plain hint works OK I guess, but hintC gives you time to sit there and write it down.

Quote[/b] ]ColonelSanders' code sample didn't work (for me) when I tried entering it in a unit's init field. However, it worked beautifully when incorporated into a short script file named "getLoadout.sqs" called by a radio trigger with *[unitName] exec "getLoadout.sqs"* placed in the "on activation" field. "getLoadout.sqs" is simply: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_unit=_this select 0

hintC format ["Weapons: ""%1"", Magazines: ""%2""", weapons this, magazines this]

It's a really useful tool for identifying undocumented, addon weapon and magazine names in mods like ffur2005. Thanks, ColonelSanders.

Shouldn't that be like this?

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_unit=_this select 0

hintC format ["Weapons: ""%1"", Magazines: ""%2""", weapons _unit, magazines _unit]

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ColonelSandersLite wrote:

Quote[/b] ]Shouldn't that be like this?

Code Sample  

_unit=_this select 0

hintC format ["Weapons: ""%1"", Magazines: ""%2""", weapons _unit, magazines _unit]

Yes, it should have been. Mea culpa. Instead of looking at my actual script, I simply copied the code sample from your post into my earlier reply. That's what I get for being lazy.

BTW, two advantages of using the script with radio triggers, are: (1) as you noted, "hintC" give you the opportunity to write the info down; and (2) with 10 radio triggers (Alpha -Juliet), you can extract the info from 10 different units during a single map preview -- a timesaver if a mod incorporates a lot of addons

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ColonelSandersLite wrote:
Quote[/b] ]Shouldn't that be like this?

Code Sample

_unit=_this select 0

hintC format ["Weapons: ""%1"", Magazines: ""%2""", weapons _unit, magazines _unit]

Yes, it should have been. Mea culpa. Instead of looking at my actual script, I simply copied the code sample from your post into my earlier reply. That's what I get for being lazy.

BTW, two advantages of using the script with radio triggers, are: (1) as you noted, "hintC" give you the opportunity to write the info down; and (2) with 10 radio triggers (Alpha -Juliet), you can extract the info from 10 different units during a single map preview -- a timesaver if a mod incorporates a lot of addons

I think in the case of quite a few units, I would:

Put all the units down on the map.

Name them like A, B, C, D, E, etc.

Put the following in init.sqs:

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

~2

hintC format ["Weapons: ""%1"", Magazines: ""%2""", weapons A, magazines A]

~2

hintC format ["Weapons: ""%1"", Magazines: ""%2""", weapons B, magazines B]

~2

hintC format ["Weapons: ""%1"", Magazines: ""%2""", weapons C, magazines C]

~2

hintC format ["Weapons: ""%1"", Magazines: ""%2""", weapons D, magazines D]

~2

hintC format ["Weapons: ""%1"", Magazines: ""%2""", weapons E, magazines E]

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ColonelSandersLite wrote:

Quote[/b] ]I think in the case of quite a few units, I would:

Put all the units down on the map.

Name them like A, B, C, D, E, etc.

Put the following in init.sqs:

Code Sample  

~2

hintC format ["Weapons: ""%1"", Magazines: ""%2""", weapons A, magazines A]

~2

hintC format ["Weapons: ""%1"", Magazines: ""%2""", weapons B, magazines B]

~2

hintC format ["Weapons: ""%1"", Magazines: ""%2""", weapons C, magazines C]

~2

hintC format ["Weapons: ""%1"", Magazines: ""%2""", weapons D, magazines D]

~2

hintC format ["Weapons: ""%1"", Magazines: ""%2""", weapons E, magazines E]

Makes sense. I'm new to scripting and haven't yet delved into the mysteries of init.sqs. Thanks for the suggestion.

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There's not much you really need to know about init.sqs.

It's basically a script that will always execute on mission start.

Do everything that won't work in an init line after a small delay in the scipt. You only need one.

The only reason there's multiple delays in the little snippet I posted is hintC doesn't work right without a small delay between them. I think so anyways. If I'm wrong about that, you could always take them out.

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