OFPEC Forum
Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting General => Topic started by: madwolfnemesis on 11 Jul 2003, 09:30:24
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I am trying to equip my soldier with a standard combat load that i'll be giving them.
1 X Primary Weapon
8 X Magazines
1 X Binoculars
1 X Night Vision Googles
2 X Hand Grenades
1 X Smoke Grenade (Smoke Shell)
1 X M18A1 Claymore Mine
I just can't do that because I believe they had capped the loading limit. How to go abt countering this problem?
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Also, I am thinking of writing a script to equip different soldiers with different load. For Example:
In a init.sqs
[UnitA] exec "SOP.sqs"
exit
In a SOP.sqs
_variableA = _this select 0
If _variableA = UnitA
{
_variable addWEapon "M16"
}
In other words, how can I pass down one of my units as a operand and then equip it using another sqs file?
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This may seem long but I'll cut it short.
DERIVED CONCLUSIONS
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1. It only 10 slots for 'magazine' types of ammo (M16 Mag, grenades, claymore etc)
*This conclusion is made because I can have 8 magazines and 2 grenades or 4 magazines, 2 grenades, 1 smokeshell and 1 claymore mine but not 8 magazines, 2 grenades, 1 smokeshell and 1 claymore, which was what I wanted.
SUGGESTED SOLUTION
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1. Creating a private counter for a specific soilder to keep track of their 'magazine' slots. That is to say, I will assign 4 magazines, 2 grenades, 1 smokeshell and 1 claymore mine to him initially. I create a counter to note the number of magazines he had used. When the magazine status in-game turns to 0, the function will check on the counter and replenishes another 4 magazines to him automatically if he has used only 4 magazines and not 8 magazines already.
How do u guys think of it? Perhaps somebody can work on it while I am doing so? Seems like i can't overload my soldiers with extra equipment etc. I feel so strained and tied up with only 10 slots of 'magazine'