Griffon2-6 0 Posted June 21, 2008 Where can I find the file that codes for player starting weapons? Share this post Link to post Share on other sites
Inkslinger 1 Posted June 22, 2008 Look in the common/config/configloadouts at the bottom of each sides weapons you will see the default weapon types. it'll look something like this for west. westDefaultWeapons = [westPrimaryWeapons Select AMP_M4A1SD_CQBE_DTYPE] westDefaultAmmo = [westPrimaryAmmo Select M4A1SDTYPE,westPrimaryAmmo Select M4A1SDTYPE,westPrimaryAmmo Select M4A1SDTYPE,westPrimaryAmmo Select M4A1SDTYPE,westPrimaryAmmo Select M4A1SDTYPE,westPrimaryAmmo Select M4A1SDTYPE,westMiscWeapons Select HANDGRENADETYPE,westMiscWeapons Select HANDGRENADETYPE,westMiscWeapons Select HANDGRENADETYPE,westMiscWeapons Select HANDGRENADETYPE] I changed mine to AMP_M4A1SD_CQBE_DTYPE, note: you can change it to any primary weapon type you have in the given sides loadout list, if you want it to be an addon weapon you also need to add it to the loadouts. Share this post Link to post Share on other sites
Griffon2-6 0 Posted June 22, 2008 Ah, ok, thanks. So you can't change it for individual starting units? Do you have to change the starting weapon for the whole team? Share this post Link to post Share on other sites
Inkslinger 1 Posted June 22, 2008 I'm sure you can but I haven't looked in to that yet. I believe that would entail actually adding script to the loadout.sqs and the client\init\init_client.sqs this is what it calls in the init_client.sqs: ;Determine Client's ID (1 - 16). This is the slot # they joined the game as. Also determine side ID. sideJoined = Side player sideJoinedText = Str sideJoined sideID = sideJoined Call GetSideID clientID = player Call GetClientID sideJoinedShortText = "E" if (sideJoined == West) then {sideJoinedShortText = "W"}; if (clientID < 1) then {player SideChat("Client_Init.sqs: ERROR OCCURRED! Could not determine clientID.");Exit}; respawnWeapons = Call Compile Format["%1DefaultWeapons",sideJoinedText] respawnAmmo = Call Compile Format["%1DefaultAmmo",sideJoinedText] you would have to add something to that so that it would spawn weapons and ammo for the different slots 1-16, Like I said I'm still pretty new to this and not really sure how to go about it yet. Share this post Link to post Share on other sites
ck-claw 1 Posted June 22, 2008 In the init field of a unit can you not use:- removeallweapons this;this addMagazine "2100Rnd_20mm_M168"; this addWeapon "M168" This being for a javelin,but you get the gist of it! Share this post Link to post Share on other sites
toadball 35 Posted June 22, 2008 You would, but then you'd have to remove the starting weapon bit in the config_loadouts.sqs that and you'd have to do the load outs for every single unit one at a time (tedious) less tedious way would be to have a script that is executed via init.sqs/ will post an example using a template loadouts later Share this post Link to post Share on other sites
Griffon2-6 0 Posted June 22, 2008 Ok, thanks a lot. What I did was I changed slot 1 to use the officer model from both sides. I want to change their starting weapons to pistols, as COs do not carry rifles when commanding. Share this post Link to post Share on other sites