OFPEC Forum
Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting Multiplayer => Topic started by: lizard on 22 Sep 2005, 14:19:57
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I need a bit of help sorting out equipment for a MP mission that is otherwise nearly ready for beta testing.
What I want to know is if its possible to allocate different weapons to different units in a MP game, or do they all have to share from the same pool?
Because I'm trying to create a realistic two man sniper mission I don't want the observer paired up with the sniper to be able to choose a sniper rifle. Each man has been named in the editor (sniper & observer) so is there a way I could script this?
i.e. sniper has a choice of sniper rifles, observer has a choice of assault rifles (ala M16+M203)
Many thanks
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1:Remove the standard weapons of the unit,and run a script:
In init.sqs:
RemoveAllWeapons sniper
RemoveAllWeapons observer
?(local player) and (player=="sniper"):[]exec sniperweapons.sqs
?(local player) and (player=="observer"):[]exec observerweapons.sqs
2.Your script will give them new weapons:
2.1:A dialog shows the options and let them choose:
2.2:Random allocation give them weapons :
2.3:Weaponholder is created so they can pick the weapon they want:
And there are other options for sure,maybe tell us what u want before we start working on
sniperweapons.sqs and observerweapons.sqs.
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Many thanks for the reply.
I haven't 100% finalised which weapons I'd like the sniper and observer to choose from (too many lovely addons ::) ) but if you could help me with the script I'd imagine I could simply add more by adding their classnames into the script?
Sorry, despite designing lots of OFP missions my scripting abilities are still very weak :-[
In your suggestion 2.1 and 2.2 would the players choose their weapons as normal at the briefing stage?
Also, I'm confused, if the player only gets to choose their weapons once a script is running surely the mission will have already started? If so, I'll have to add a waiting time for the helicopter insertion otherwise you might be dumped on the beach with no weapons at all if you don't choose quickly enough...
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Option 2.1 requires an intro\cutscene with some camera scripting so U can open your dialog and wait for the players decisions.The rest of the game needs a delay then.
Option 2.2 needs no changes,but it would be or choose 1 weaponsetup or choose a random weaponsetup.(Not a player decision)
Option2.3 creates all the possible weapons when player hits the ground so he can choose.
Option 2.4 let the player choose his weapon in briefing.
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Well, as the mission starts with a covert insertion by helicopter I don't think 2.3 would be suitable.
2.1 is probably out because personally I don't like MP missions with intro's, so I didn't intend to make one for this mission.
So I guess its either 2.2 or 2.4.
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?(local player) and (player=="sniper")
?(local player) and (player=="observer")
Hey now, this won't work, player isn't a string, you wanna get rid of those quotation marks.
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Ok but he could wear a string :P j/k
So 2.1:
U can put all in init.sqs
RemoveAllWeapons sniper
RemoveAllWeapons observer
sniper addmagazine "C8XM4mag";
sniper addmagazine "C8XM4mag";
sniper addmagazine "C8XM4mag";
sniper addweapon "C8XM4reflex";
sniper selectweapon "C8XM4reflex";
sniper addweapon "TACTObjCarry";
sniper addmagazine "TACTbandage";
observer addmagazine "c8xaks74umag";
observer addmagazine "c8xaks74umag";
observer addmagazine "c8xaks74umag";
observer addweapon "C8XAKS74Ucobra";
observer selectweapon "C8XAKS74Ucobra";
observer addweapon "TACTObjCarry";
observer addmagazine "TACTbandage";
These weapons are part of Marpat
If U want a random selection u need to put all your weapons in an array,create a random whole number and select an element out of the array.
For 2.4:
Can someone pls explain how to add weapons to the briefing,i am sure it is somewhere on the
forums but cant find it right away.
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Thanks for your help guys. I can add additional weapons to the briefing using the description.ext file.
Not entirely what I hoped for, but its better than forcing players what weapons to use.