Jump to content

mangamakerz

Member
  • Content Count

    3
  • Joined

  • Last visited

  • Medals

Community Reputation

10 Good

About mangamakerz

  • Rank
    Rookie

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. I'm trying to edit rearm cost and income on crcti, but I'm stuck. Here's what I did already: 1. Basically I want the rearm cost to be free, so I look around and found Rearm.sqs in Player/ and Server/ folder and tried to edit this line (I changed 50 to 0), but has no sucess. Maybe I'm doing it wrong or looking on the wrong sqs file? ; CALC REARM COST _cost = _cost/10 _cost = _cost - (_cost % 1) ? _cost < 50 : _cost = 50 ? _unit == _unitRearm : _cost = _cost + 50*("_x == magMine" count _mags) _money = (groupMoneyMatrix select siPlayer) select giPlayer ? _cost > _money : _msg = format["Not enough money for rearm. ($%1 needed)", _cost]; goto "Exit" 2. I want to increase player and commander income and found UpdateIncome.sqs on Server/ folder. I edited this line but I've found no change in the game. _countGroups = [count (groupMatrix select si0), count (groupMatrix select si1)] _moneyPerScore = 10 _timeNext = 60 I also checked InitPublicVariables.sqs inside Common/ folder, and wondering what "pvIncomeRatio0 =" and "pvIncomeRatio1 =" lines do, because I edit them and I see no difference. Again, maybe I'm looking on the wrong place or just doing something wrong when putting numbers on the script. I don't know.
  2. hmm.., unfortunately I couldnt find 'initEquipmentTypes' in mfcti, :( but, I found config.cpp inside the mfcti Addon file (not the mission file), Is that the true file? I checked inside it, and yes I also found 'class CfgWeapons', It sounds like this: class CfgWeapons { class Default {}; class Gun73:Default {}; class Gun105:Gun73 {}; class Gun120:Gun105 {}; class Gun125:Gun120 {}; //West rifles. class MGun:Default {}; class Riffle:MGun {}; class G36aBase:Riffle {}; class MFCTI116G36aBase:G36aBase { class Single { ammo="BulletSingleW"; multiplier=1; burst=1; displayName="G36"; dispersion=0.000200; sound[]= {"\G36A\g36a.wss",1.000000,1}; soundContinuous=0; reloadTime=0.100000; ffCount=1; recoil="riffleSingle"; autoFire=0; aiRateOfFire=0.500000; aiRateOfFireDistance=500; useAction=0; useActionTitle=""; }; class Burst { ammo="BulletSingleW"; multiplier=1; burst=3; displayName="G36 Burst"; dispersion=0.001000; sound[]={"\G36A\g36a_burst",1.000000,1}; soundContinuous=0; reloadTime=0.100000; ffCount=3; recoil="riffleBurst3"; autoFire=0; aiRateOfFire=0.500000; aiRateOfFireDistance=500; useAction=0; useActionTitle=""; }; class FullAuto { ammo="BulletSingleW"; multiplier=1; burst=1; displayName="G36 Auto"; dispersion=0.000300; sound[]={"\G36A\g36a_full",1.000000,1}; soundContinuous=0; reloadTime=0.070000; ffCount=1; recoil="riffleBurst3"; autoFire=1; aiRateOfFire=0.500000; aiRateOfFireDistance=500; useAction=0; useActionTitle=""; }; }; class MFCTI116G36aMag:MFCTI116G36aBase { scopeMagazine = 2; picture = "\G36a\m_G36.paa"; }; class MFCTI116G36a:MFCTI116G36aBase { scopeWeapon = 2; magazines[] = {"MFCTI116G36aMag"}; }; class SteyrBase:Riffle {}; class MFCTI116SteyrBase:SteyrBase { class Single { ammo="BulletSingleW"; multiplier=1 burst=1 displayName="$STR_DN_ADD_STEYR"; dispersion=0.000200; sound[]={"\Steyr\Steyr",1.000000,1}; soundContinuous=0 reloadTime=0.100000; ffCount=1 recoil="riffleSingle"; autoFire=0 aiRateOfFire=2.500000; aiRateOfFireDistance=500 useAction=0 useActionTitle=""; }; class FullAuto { ammo="BulletSingleW"; multiplier=1 burst=1 displayName="$STR_DN_ADD_STEYR_AUTO"; dispersion=0.000300; sound[]={"\Steyr\Steyr",1.000000,1}; soundContinuous=0 reloadTime=0.070000; ffCount=1 recoil="riffleBurst3"; recoilFixed="riffleSingleFixed"; autoFire=1 aiRateOfFire=0.500000; aiRateOfFireDistance=500 useAction=0 useActionTitle=""; }; }; class MFCTI116SteyrMag:MFCTI116SteyrBase { scopeMagazine = 2 picture = "\Steyr\m_steyr.paa"; }; class MFCTI116Steyr:MFCTI116SteyrBase { scopeWeapon = 2 magazines[] = {"MFCTI116SteyrMag"}; }; class GrenadeLauncher:Default {}; class Mm1Base:GrenadeLauncher {}; class MFCTI116MM1Base:Mm1Base { magazineType = "4 * 256"; }; class MFCTI116MM1Mag:MFCTI116MM1Base { scopeMagazine = 2; picture = "\MM-1\m_mm1.paa"; }; class MFCTI116MM1:MFCTI116MM1Base { scopeWeapon = 2; magazines[] = {"MFCTI116MM1Mag"}; }; so which one that I should replace? Thanks also for your reply :)
  3. Hai, I have mfcti missions, and they were fun to play, until I got bored with the weapons choice. I have ww4 weapons included in my modpack, and I want to replace the older weapons in mfcti with those weapons from the modpack, or even add them in the loadout screen, so I can purchase both old and new weapons. Is there any way to do that? I hope you guys can guide me :) thanks,
×