bedlam
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is it possible to somehow in configs disable manual fire function (even in a main config)? like in commander/driver slot.
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_this removeaction 0 _this removeaction 1 on the fire should remove the 2 actions on a fireplace on off havent tried it .. but should work.
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i would remove the old before u create.
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in cfgammo u define the bullet. in cfgweapons u define weapon and mag. right now u have the magazine defined in cfgammo when it should be in cfgweapons. it should be like. -------------------------------------- cfgammo { class thebullet  {  your settings for the bullet=damage speed explosive or not.  }; }; ---------------------------------------- cfgweapons { class theweapon  {  magazines []={themagazine}  }; class themagazine  {  ammo="thebullet"  count= "30" = amount of thebullet in themagazine.  }; };
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intresting thread. was it possible to make an non solid non shootable  patch of grass that the ai couldnt shoot through? if so how?
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yes! now we´re cookin. thx
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tried that one.. says 0 its not working with the original m16grenadelauncher either. not even the m16mags. somehow.. the weapons that uses more then 1 ammotype. cant be counted. suma some info plz.
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the player ammo "m16" works for regular m16. but how do u check the mags for ammo in different modes or muzzle? i wanna check the ammo in grenadelauncher mag. anyone?
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is it possible to use the init EH to launch the script? or that loaded before ofp screws it up?
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hi im making a m203 grenadelauncher with dummy refillmag. im counting the mags on the unit. and if theres only 6 slots used then the unit will use the refillmag with 4 rounds in it. the problem is that when i have fired my last m203 grenade. the count for m203 grenade is still 1 as it was before i shot it. this will be problem if i have say 6 "m16" mags and 0 or 1 m203 grenade left. it will show up as 7 in both cases. the non existing round seem to only disappear once u reload. and i dont want to force the unit to reload to get around it.(just isnt practical) its the same with the original grenadelauncher. wierd that it gets removed from the gear and not the unit(according to the mag count) its the same with empty m16 mag ,u still got it but not in gear. is there someway to remove this empty mag? except the removal with the real magname cause it wont work in my script. is it possible through a "fired" eventhandler to remove the empty mag every time i fire? some of u out there must have come across it before. .. i hope i could make it so he refill when theres 5 slots empty but then i will lose 1 slot in the process. plz help
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its more for like a rucksack purpose. using a dummy put weapon. and with this eventhandler detecting it ,it will add the real ammo or weapon to the unit. oh and .. thx bn
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is the "fired" eventhandler able to detect when a Put weapon is "fired"?
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they are zoomable in wgl. so it should work.
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that was solved. enableattack=false
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u cant check weapons or mag in crates.... another annoying limit.