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ante185

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Everything posted by ante185

  1. in BIS_fnc_addWeapon (might be weapons) they got some code that gives two magazines but I am going to test something a bit more simpler, copy pasting should work to produce multiple magazines right? it'll be more dynamic as I can change what magazine number 4 could be and so on. thanks for the help still!
  2. I am sorry but what? How do you mean? addmagazine can only define what magazine and how many bullets it is supposed to hold?
  3. Thank you! I am going to test that straight away, and the switch case thing looks to be pretty damn useful!!! ---------- Post added at 13:02 ---------- Previous post was at 12:13 ---------- Just one final thing, how do I repeat the part the gives out magazines? If I have to use the ForEach thing then I need to know how as I have no clue and the wiki isn't helping me that much... switch (_getweapon) do { case "arifle_mx_f": {_this addmagazine "30Rnd_65x39_caseless_mag"} foreach [1,2,3,4,5]; }; or can I attach it to the end like this? to make the whole thing repeat 5 times? switch (_getweapon) do { case "arifle_mx_f": {_this addmagazine "30Rnd_65x39_caseless_mag"}; } foreach [1,2,3,4,5];
  4. I'll try that out with the init But _randomSeed2 is always random, just because a unit has U_B_CombatUniform_mcam and H_MilCap_dgtl doesn't mean it will get the V_TacVestCamo_khk vest, that's was what I've observed. rather odd if you ask me. I have to figure out how to check what weapon the unit gets _getweapon = _weaponsarray select _randomSeed2; _this addweapon _getweapon if _getweapon == "arifle_mx_f" { _this addmagazine "30Rnd_65x39_caseless_mag"}; something like this yeah?
  5. I think I tried having two init's but I got member already defined error. While you are correct in the fact that you can add weapons and equipment inside the configs if I do it this way I can get hilarious results :P this should work right? if (_randomSeed1 < 6) then { _this addweapon (_weapon select _randomSeed2); }; but I still need to make sure the weapon gets the right magazines
  6. If information about units health is calculated server sided then that should work, might not be the cleanest way to do it. but I don't know anything about servers so I hope someone else can answer your question
  7. class EventHandlers : EventHandlers { init = "(_this select 0) execVM ""\path\file.sqf"""; init = "(_this select 0) execVM""\path\file_2.sqf"""; }; is the same as class EventHandlers : EventHandlers { init = "(_this select 0) execVM ""\path\file.sqf"""; init = "(_this select 0) execVM""\path\file_2.sqf"""; }; So both will give me member already defined
  8. OK, I am not the best when it comes to modding but I have some ridicules problem. class EventHandlers : EventHandlers { init = "(_this select 0) execVM ""\a3\characters_f_gamma\Rebels\scripts\randomize_equipment.sqf"""; }; this should run the sqf so each unit gets random uniforms and headgear. But it says that it can't find the sqf, when making addons the uses scripts do they follow special rules or what? this is the sqf: please some help would be appreciated!
  9. class EventHandlers : EventHandlers { init = "(_this select 0) execVM ""\a3\characters_f_gamma\Rebels\scripts\randomize_equipment.sqf"""; }; If I want to add another sqf. to this line? because another init will just get me a member is already defined error. Slap me if it is something along these lines class EventHandlers : EventHandlers { init = "(_this select 0) execVM ""\path\file.sqf""""\path\file_2.sqf"""; }; also how do I in the same sqf make it so the unit gets a random weapon + mags for that weapon, I've tried making a Frankenstein script but to no avail. and alex it's in a config, for untis :P like this
  10. Sorry guys, i got it working, I was just stupid when a entered the path. but thanks for the help still! And Gnat I didn't mean that I edited the PBOs that the game uses, I copied characters_f_gamma.pbo and unpbo'ed it and used that as a base :P
  11. I am reusing a PBO from the game, I've added Rebels & scripts folders myself and yes that is the location of the file. E:\Arma tools\Projects (arma 3)\[u]characters_f_gamma[/u]\a3\characters_f_gamma\Rebels\scripts this is where sqf is before I turn characters_f_gamma into a PBO and all other configs that uses outside files and scripts begins with \a3\ the eventhandler init for civilians that give them random hats and caps looks like this: \a3\characters_f\civil\scripts\script.sqf maybe \a3\characters_f_gamma needs to change name as the game thinks the script is in the unmodded version of that folder?
  12. Hello, I am working on a little private mission with WOO rts mod and I44 and i want all units including units created from the buildings to have unlimited ammo. i know how to do for units i place in the editor: this addeventhandler ["fired", {(_this select 0) setvehicleammo 1}] And i think, that if there's like somesort of "All" instead of "this" then my problem might be gone?
  13. Thanks alot Wonder if you can do the same but infinte magazines?
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