OFPEC Forum
Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting General => Topic started by: shadow99 on 02 Aug 2004, 08:44:08
-
Right, want do I put in the player's initialization field to give him a few extra LAWs?
Second of all, I've noticed every now and then the music I play in a mission will just through on turbo mode and be done in seconds... how do I stop this? I think it's something to do with time compression, even though I didn't have time compression ON at the time when the script activated my music.
Oh, and also, how does the campaign get the skins of seriously wounded units, but still have them completely healthy in every way? Like on one the chopper missions on Cold War Crisis... Airbourne it was, probably.
-
this addMagazine "LAWLauncher"; this addWeapon "LAWLauncher"
Check the weapons and ammo listing in the Ed Depot, not sure if that's right.
The commands saveStatus and loadStatus are used to transfer information about a unit from one mission to another. However, the dammage information appears to be generic, rather than specific. In other words its just the getdammage number that is saved, rather than the location of the dammage (arms, legs, etc.). If a unit has generic damage then it appears to be healthly but in fact it is not. For example one hit to the legs will kill it.
I'm not absolutely sure about that last paragraph but its my current perception. Hopefully somebody will correct me if I'm wrong.
-
Thanks macguba.
-
I can add the LAW Launcher okay, but testplay it doesn't have any LAWs. So I'm guessing there's something wrong with the 'this addMagazine "LAWLauncher"' syntax. I thought I saw somewhere that LAWs were also called 'PipeBombs'.
Will try it now...
No error, but it still doesn't work...
-
That's right Shadow99, if that was the wrong magazine name, the mission would not start. I have a feeling the unit has an open secondary weapon slot and no room for the LAWs so remove his grenades or "removeallweapons this" to add the LAWs and it should work.
-
Already tried that GRK... <Sigh>.
No dice...
-
Hmmm... you're right. LOL.
I don't know why it didn't work before. Maybe I got a syntax wrong or anything. But you persuded me to try again... and it works! Thanks GRK!!
-
You should see the amount of unidentified class names and preview mission failures I get from trying to spell Berreta or Tortokarev, I always get them wrong a couple of times. ;D
-
Hah. Yeah... those bloody 'R's.
Anyway, next question, how do I make my weapons fully loaded, prepped for combat? As soon as my player jumps out of the BlackHawk at the start he has to reload, under fire... :-\
-
Put at least one magazine first like:
this addmagazine "poopgunmag"; this addweapon "Tolietpopper"
Then you're locked and loaded.
-
Add the magazine before you add the weapon.
EDIT:...........hmmm..........what him above said.
Planck
-
LOL. Thanks...