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splatsh

Weapon on back, and stamina (ACE)

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I am using ACE and ACEX

And I have this now:

; Get the unit parameter given
_unit = _this select 0

; Strip the units current gear
removeAllWeapons _unit

; Add the new gear to the unit
_unit addweapon "ACE_VTAC_RUSH72";
_unit addWeapon "NVGoggles"; 
_unit addWeapon "Laserdesignator";  
_unit addweapon "ACE_HuntIR_monitor";

; Add weapon to the unit
_unit addweapon "ACE_M4A1_ACOG";

; Add ammo to the unit
_unit addMagazine "30Rnd_556x45_Stanag";
_unit addMagazine "30Rnd_556x45_Stanag";
_unit addMagazine "30Rnd_556x45_Stanag";
_unit addMagazine "30Rnd_556x45_Stanag";
_unit addMagazine "30Rnd_556x45_Stanag";
_unit addMagazine "30Rnd_556x45_Stanag";
_unit addMagazine "ACE_5Rnd_127x99_T_TAC50";
_unit addMagazine "ACE_5Rnd_127x99_T_TAC50";
_unit addMagazine "ACE_5Rnd_127x99_T_TAC50";

; Add select weapon
_unit selectWeapon "ACE_M4A1_ACOG"

; Put stuff in the backpack/Rucksack
[_unit, "ACE_Battery_Rangefinder", 1] call ACE_Sys_Ruck_fnc_AddMagToRuck; 
[_unit, "30Rnd_556x45_Stanag", 10] call ACE_Sys_Ruck_fnc_AddMagToRuck; 
[_unit, "ACE_HuntIR_M203", 8] call ACE_Sys_Ruck_fnc_AddMagToRuck; 
[_unit, "pipebomb", 3] call ACE_Sys_Ruck_fnc_AddMagToRuck;  
[_unit, "SmokeShell", 5] call ACE_Sys_Ruck_fnc_AddMagToRuck;
[_unit, "ACE_5Rnd_127x99_T_TAC50", 10] call ACE_Sys_Ruck_fnc_AddMagToRuck;
[_unit, "Laserbatteries", 2] call ACE_Sys_Ruck_fnc_AddMagToRuck;
Exit

My first question is:

How do I get a weapon on back? (NOT Rucksack)

If u start game, u can have one weapon selected, and one weapon on back, then u can swap weapons. But how do I put a weapon on back from code and from my .sqs file?

My second question is:

How do I config so my units dont use the new stamina system?

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My first question is:

How do I get a weapon on back? (NOT Rucksack)

_unit setVariable ["ACE_weapononback", "DMR"];

for a DMR

How do I config so my units dont use the new stamina system?

Drop the module that disables it into the editor.

Xeno

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_unit setVariable ["ACE_weapononback", "DMR"];

for a DMR

Drop the module that disables it into the editor.

Xeno

Thanks, I now got weapon on my back.

But this stamina thing...

I have try with and without staminamodule on my map.

And it is the same =/

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I am using ACE and ACEX

(question about putting weapon on back)

...

My second question is:

How do I config so my units dont use the new stamina system?

Be sure to use the built-in options to disable stamina if you must. Removing files from ACE is "a bad thing". Not warranty that ACE will be stable if you start zapping files.

Also there may be some API-like functions in the future for things like that. Using setVariable directly is not forward compatable, you are skipping safety checks right now. Until I document the ruck system, be careful or be ready for sudden changes in how it works.

Edited by Evil_Echo
more info

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Be sure to use the built-in options to disable stamina if you must. Removing files from ACE is "a bad thing". Not warranty that ACE will be stable if you start zapping files.

Also there may be some API-like functions in the future for things like that. Using setVariable directly is not forward compatable, you are skipping safety checks right now. Until I document the ruck system, be careful or be ready for sudden changes in how it works.

I have found the "no stamina module" as well. It seemd to work initially at mission start but after respawn, it went back to the same old way. Bug? Doing something wrong?

All I initially did was to drop the module onto the map in the editor. Do I need to syncronize, add commands, or anything?

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Can the _unit setVariable ["ACE_weapononback", "DMR"]; only be used in a script, what if you wanted to just put that into the init field of a character rather then writing a script

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Can the _unit setVariable ["ACE_weapononback", "DMR"]; only be used in a script, what if you wanted to just put that into the init field of a character rather then writing a script

Init fields and scripts are essentially the same thing.

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