NEO -PZ- 0 Posted January 31, 2002 Hello again, Does anybody know how to fill the ammunition boxes with different weapons, that you choose yourself? Cause if I place an ammo box and I carry a M16, all there is in the ammo boxes (east, west, official addon boxes) is M16 magazines and hand grenades... Thanks in advance //Neo EDIT: One more thing... How do I (in the mission editor) give a unit handgrenades? I put in the init field this AddWeapon "HandGrenade", which gave me Hand grenades choice but no hand grenades (like a gun without ammunition). So I put in this AddWeapon "HandGrenade"; this AddMagazine "HandGrenade"; this AddMagazine "HandGrenade". Still nothing, please help Share this post Link to post Share on other sites
whirlwind 0 Posted January 31, 2002 Can't you use: unit addMagazineCargo magazines with the name of your ammoboxes at unit? Just a suggestion, I'm just a beginner... Grtz, WW Share this post Link to post Share on other sites
Stag 0 Posted January 31, 2002 My guess is that your grunt is already carrying too much. Start your test run, go to the map page and click on the equipment tab in the notebook, and decide what you want to remove. Another thing; put the AddMagazine instruction before the AddWeapon. BTW, for the ammo boxes, the instruction is AddmagazineCargo and AddweaponCargo. eg: this addmagazinecargo["aalauncher,3"];this addweaponcargo["aalauncher,1]" The number after the name being the number of items. Share this post Link to post Share on other sites
-AL- 1 Posted February 1, 2002 1st of all, Unless I am mistaken you don't edit ammo boxes selected from the east or west side in the editor. You use ammo boxes from the "empty" team in the editor. So for a west ammo box, Use Empty/ ammo/ west ammobox1. You then need to name the ammo box, for instance, call it "ammo1". Then add this in the int field: ammo1 addmagazinecargo ["m21", 5]; ammo1 addmagazinecargo ["lawlauncher", 5]; ammo1 addweaponcargo ["lawlauncher", 2]; ammo1 addweaponcargo ["m21", 2] If it works, change or add weapons & ammo as you need, If it doesn't, you screwed something up. If you still can't work it out let me know & I'll try to explain it better when I have more time. Al Share this post Link to post Share on other sites
4ntifa 0 Posted February 1, 2002 I'd like to point out these two handy commands: clearWeaponCargo box clearMagazineCargo box ... where box is the ammo box unit, or more likely the this keyword when setting box contents in the init field. Share this post Link to post Share on other sites
InqWiper 0 Posted February 1, 2002 There is no point in naming the boxes when you are giving them weapons in the init field, the only time you would need the names is if you make a trigger that adds weapons and ammo to the boxes. this addmagazinecargo ["MaverickLauncher",1]; this addweaponcargo ["MaverickLauncher", 1] you can use "this" or "UnitName", while using "this" is faster I suggest you just use "this". And remember that flares, (smoke)grenades, mines and satchels dont need addweapon(cargo), just addmagazine(cargo). Share this post Link to post Share on other sites