Relemar 10 Posted August 20, 2009 how to give me soldier M136 i know the classname is M136 and ammo is M136 whats the comamnd? ---------- Post added at 10:53 AM ---------- Previous post was at 10:48 AM ---------- hey i got player addWeapon "M136" now how to give ammo? thx Share this post Link to post Share on other sites
AnimalMother92 10 Posted August 20, 2009 this addMagazine "M136"; this addWeapon "M136"; Share this post Link to post Share on other sites
imutep 0 Posted August 20, 2009 Now you have the M136 with 4 magazines. ;) removeAllWeaponsThis; this addMagazine "M136"; this addMagazine "M136"; this addMagazine "M136"; this addMagazine "M136"; this addWeapon "M136"; Share this post Link to post Share on other sites
Tinker 10 Posted August 20, 2009 ^ removeAllWeaponsThis; this addWeapon "M136"; {this addmagazine "M136";} forEach [1,2,3,4]; :) Share this post Link to post Share on other sites
IndeedPete 1036 Posted August 20, 2009 One M136 magazine requires 6 inventory places, so it's impossible to take four rounds with you. ;) Share this post Link to post Share on other sites
bascule42 10 Posted August 20, 2009 Nice...I didn't know about removeAllWeapons. lol. removeAllWeaponsThis; this addWeapon "M136"; {this addmagazine "M136";} forEach [1,2,3,4]; And the forEach is a nice touch... :) Share this post Link to post Share on other sites
Mr Fenix 0 Posted August 20, 2009 One M136 magazine requires 6 inventory places, so it's impossible to take four rounds with you. ;) In Arma1, you could overload the ammo slots with a script. Maybe there's no upper limit! :eek: Share this post Link to post Share on other sites
Big Dawg KS 6 Posted August 20, 2009 Indeed, in both OFP and ArmA addMagazine allowed you to overload the inventory... doubt it's changed for ArmA 2. Share this post Link to post Share on other sites
IndeedPete 1036 Posted August 20, 2009 Ah, sorry i didn't know. Then ignore my post. Share this post Link to post Share on other sites
Big Dawg KS 6 Posted August 20, 2009 Ah, sorry i didn't know. Then ignore my post. Hey no worries, you brought up a good point. Personally I'd completely forgotten about the fact that M136 rounds take up more slots in ArmA 2. ;) Share this post Link to post Share on other sites
Tinker 10 Posted August 20, 2009 (edited) removeAllWeapons B1; this addWeapon "m8_sharpshooter"; {this addmagazine "30Rnd_556x45_StanagSD";} forEach [1,2,3,4,5,6,7,8]; this addWeapon "M136"; {this addmagazine "M136";} forEach [1,2,3,4]; this addWeapon "MakarovSD"; {this addmagazine "8Rnd_9x18_MakarovSD";} forEach [1,2,3,4]; this addWeapon "Throw"; {this addmagazine "HandGrenade";} forEach [1,2,3,4]; this addWeapon "Throw"; {this addmagazine "SmokeShell";} forEach [1,2,3,4]; {this addmagazine "pipebomb";} forEach [1,2]; this addweapon "binocular"; this addweapon "NVGoggles"; Need a mobile crane for lifting me over walls now, but all good. :p Edited August 20, 2009 by Tinker Share this post Link to post Share on other sites
Big Dawg KS 6 Posted August 20, 2009 "Throw" is always excluded from removeAllWeapons (as is "Put"), you don't have to add it back. Share this post Link to post Share on other sites
pj[cz] 2 Posted August 20, 2009 Fyi, in OFP/Arma1 it was always better to add the magazines first and then the weapon (ie the magazines commands should be written before the weapon commands) because if you addweapon first you will than have to reload all your weapons as the magazines wont be loaded automatically, if you add the mags to your character prior to weapons the weapons will automatically load the first magazine Share this post Link to post Share on other sites
Tinker 10 Posted August 20, 2009 Thnx for the above 2 posts. :) Just getting hold of this stuff also. It is annoying to have to run to the ammo box on insert. Can result in death on hot inserts, or running half a click to the objective to find numnuts still at said ammo box fiddling with kits... The default loadouts are not very well kitted out. Share this post Link to post Share on other sites
Padjur 10 Posted August 20, 2009 :butbut: I think you were right IndeedPete,:bounce3: I have just tested this and the maximum ammo I can carry are two M136 rockets and nothing else, not even a peanut to put in my blow tube. even if I put four rockets in the init line two is the most you can carry. Share this post Link to post Share on other sites
Tinker 10 Posted August 20, 2009 You can have an infinate amount. Use the code in my above post and edit accordingly. Worked fine for me, I had everything in that list on insert and all worked fine. Note removeAllWeapons B1 I named the testing soldier B1 Share this post Link to post Share on other sites
Padjur 10 Posted August 20, 2009 (edited) I put this in the initialization of my man removeallweapons this; this addWeapon "M136"; {this addmagazine "M136";} forEach [1,2,3,4]; and two is all I get. Tried your full load out as well,in the preview, you get everything but the rockets. Edited August 20, 2009 by Padjur Share this post Link to post Share on other sites
Tinker 10 Posted August 20, 2009 (edited) I also could not get it to work using removeallweapons this; Give a name to the guy and use removeAllWeapons name; Note capital A and W think that was also an issue? Just paste mine in and name the guy B1 and see it work first? *Edit* Tested with 9 rockets / 9 frags / 9 smoke NP Edited August 20, 2009 by Tinker Share this post Link to post Share on other sites
Padjur 10 Posted August 20, 2009 Well Tinker what can I say. :confused: I don't understand how you say you can do it sorry. I have tested it all the ways, including the ways you suggest, unless I'm missing something here but I can't think what (as removeAllWeapons is very familiar to me already). I'm pretty certain I've not missed anything, so my conclusion can only be that IndeedPete is indeed correct. An M136 takes up 6 slots. Your load out gives my man everything but the M136 rounds. if I give him a M136 launcher and four rounds in the editor (or 5,or 6 or whatever ), when I preview he has only two (which is a total of 12 slots). You could give him something more balanced like this though removeAllWeapons B1; {this addmagazine "30Rnd_556x45_Stanag";} forEach [1,2,3,4,5,6]; this addWeapon "M16A2GL"; this addWeapon "M136"; this addmagazine "M136"; {this addmagazine "8Rnd_9x18_MakarovSD";} forEach [1,2,3,4]; this addWeapon "MakarovSD"; {this addmagazine "1Rnd_Smoke_M203";} forEach [1,2]; {this addmagazine "1Rnd_HE_M203";} forEach [1,2]; this addweapon "binocular"; this addweapon "NVGoggles" Because the HE and Smoke rounds for the M203 launcher are carried in the Pistol Mag Pouches it would still give you some grenade capability. Share this post Link to post Share on other sites
calo_mir 10 Posted August 20, 2009 On a related note, has anyone tried this in the 58814 beta? I tried: removeallweapons this; this addWeapon "VSS_Vintorez"; this addmagazine "Can't_Remember_The_Vintorez_Magazine_Name_Right_Now"; The character received a Vintorez that fired like one but looked like his original weapon. If anyone else sees this, I'll file a bug report. Try calling the same code on a soldier from a trigger... Share this post Link to post Share on other sites
Big_Daddy 10 Posted August 24, 2009 (edited) I don't belive the removeallweapons command worked. if you toggle through the weapon firing mode selection (f by default) and watch the name, you'll see the weapon list, the model doesn't change when you have 2 primary weapons. look through the optics. you'll see the optics change as well as the firing modes. You can add all the primary weapons and cycle through them. but the model doesn't change when the "weapon" does. only optics and rounds. it's funny hearing a m107 round come out of a m4. :) Also, for the ammo load out.. you can have as many rounds as you want, but the extras don't show up in the gear menu. bring up the m136 and if it says only 2 are available. fire off a round, 2 should be left, it should continue to do that until you only have 1 round left. (then it will say 1. :)) Edited August 24, 2009 by Big_Daddy Share this post Link to post Share on other sites