Tisiko 0 Posted February 3, 2002 Bizon G36 Steyr Aug Binocular Nvgoggles In all members of the squad?!? Example: 1 Officer Nigh Equip 2 Soldiers with Bizon and Nvgoggles and binocular 1 Civilian with the Steyr Another civilian with the g36 I need the init code for the soldiers/civilians and the ammo crates thnx... Share this post Link to post Share on other sites
AgamemnonTR 0 Posted February 4, 2002 you'll have to add them in their initialization field like this</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">RemoveAllWeapons soldier's_name; soldier's_name addweapon "STEYR"; soldier's_name addmagazine "STEYRMAG,6"<span id='postcolor'> not really sure if ",6" will actually work and give you 6 mags, but if it doesn't, add the command another 5 times and it should work Share this post Link to post Share on other sites
NEO -PZ- 0 Posted February 6, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">RemoveAllWeapons this; this addweapon "Steyr"; this addmagazine "SteyrMag"; this addmagazine "SteyrMag"; this addmagazine "SteyrMag"; this addmagazine "SteyrMag"; this addmagazine "SteyrMag"; this addmagazine "SteyrMag"<span id='postcolor'> That should do it. ...That does it. Share this post Link to post Share on other sites
Sadico 1 Posted February 12, 2002 Soldier's_name? Does that mean the soldier type (ATsoldier or sniper, for example? Share this post Link to post Share on other sites
InqWiper 0 Posted February 13, 2002 It means the name you have put in the name field of the unit when U placed it. But if you just put it in the units init field you will just have to do this: Init field: this addweapon "G36A"; this addmagazine "G36A"; this addmagazine "G36A"; this addmagazine "G36A"; this addmagazine "G36A"; this addmagazine "G36A" And that will give the civi a G36 with 5 mags If you have a soldier and want to change his weapons you will first have to remove the ones he already has init field: removeallweapons this; this addmagazine "G36A"; this addweapon "G36A"; this addmagazine "G36A"; this addmagazine "G36A"; this addmagazine "AALauncher"; this addweapon "AALauncher" If you addmagazine before addweapon then you wount have to reload the weapon when U restart, if U addweapon before addmagazine you will have to reload the weapon. Share this post Link to post Share on other sites
Caelum Atra 0 Posted February 13, 2002 How do you add Binoculars to a Soldier, or if you remove all weapons from an officer, does that remove the binocs/nv goggles also. Share this post Link to post Share on other sites
Damage Inc 0 Posted February 13, 2002 Yes I think so. Share this post Link to post Share on other sites
Caelum Atra 0 Posted February 13, 2002 OK well, how do you add binoculars or nv goggles? Share this post Link to post Share on other sites
Damage Inc 0 Posted February 13, 2002 this addweapon "binocular" and this addweapon "NVgoggles" Share this post Link to post Share on other sites
Caelum Atra 0 Posted February 13, 2002 Thanks a lot, that worked perfectly Share this post Link to post Share on other sites
lesjones 0 Posted February 13, 2002 Ahhh...this I can use to add some great flexibility to single purpose guys. Like add a LAW to a sniper so he can take down vehicles for example. You know what would be a great weapon to have? A flamethrower... Can you imagine? Share this post Link to post Share on other sites
Sadico 1 Posted February 13, 2002 Ok, it works fine! Thanks! Share this post Link to post Share on other sites
lesjones 0 Posted February 14, 2002 How do you add additional LAW rockets? I've tried this addweapon "LAWLauncher", but it gives me an empty launcher. I've also tried addmagazine LAWLauncher with no result either. I know it's something simple here... Share this post Link to post Share on other sites
NEO -PZ- 0 Posted February 14, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (lesjones @ Feb. 14 2002,17:16)</td></tr><tr><td id="QUOTE">How do you add additional LAW rockets? I've tried this addweapon "LAWLauncher", but it gives me an empty launcher. I've also tried addmagazine LAWLauncher with no result either. I know it's something simple here...<span id='postcolor'> You did get rockets when you tried by "addmagazine...", but you had to reload first, that's why you thought you had none. In the soldier's initzilation field: </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">this addmagazine "LAWLauncher"; this addmagazine "LAWLauncher"; this addmagazine "LAWLauncher"; this addweapon "LAWLauncher"<span id='postcolor'> If you do like that, you won't have to reload. You'll have a LAW launcher with 3 rockets. Share this post Link to post Share on other sites
lesjones 0 Posted February 14, 2002 I'll try that, thanks! I did try to reload, but it didn't give me an option to reload. Another thing, I wish it would let you de-bug the script before you preview it. I can't tell you how many times the game crashed due to my syntax errors. Share this post Link to post Share on other sites
NEO -PZ- 0 Posted February 16, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (lesjones @ Feb. 14 2002,18:48)</td></tr><tr><td id="QUOTE">I did try to reload, but it didn't give me an option to reload. Another thing, I wish it would let you de-bug the script before you preview it. I can't tell you how many times the game crashed due to my syntax errors.<span id='postcolor'> Just press R. About that de-bugging, I agree with you. Share this post Link to post Share on other sites