OFPEC Forum
Addons & Mods Depot => OFP - Addons & Mods Beta Testing => Topic started by: Saintaw on 05 Mar 2003, 22:12:53
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Most usefull addon to my eyes, EVER ! ;D
That said, I have a noob question.
I'm trying to initialise my Squad leader with a couple of smoke shells, he does have an CAR 15 XM48, with a load of 40 MM HE shells...
I tried
this removemagazine "40MM"; this addmagazine "SmokeShellGreen";
And
this removemagazine "CAR15"; this addmagazine "SmokeShellGreen";
and
this removemagazine "M4"; this addmagazine "SmokeShellGreen";
etc...
Not to avail. (I gather the objects have not the same name as the default entities?)
Is there a list of these Nam Objects somewhere ?
Or am I being a fool again :D ?
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Hi Saw,
Somewhere in the zip (I don't have it lying around, alas. Bad Dinger), there should be a list of weapons and types. From memory, NP2 conforms to mod tagging procedures (to prevent overlap).
So every object, ammo and weapon in SEB NP2 will be prefixed by SEB. In addition, SEB has two sets of magazines for all weapons: one with OFP standard dispersion, and one with increased dispersion. Default is the latter (and it's sweet). IIRC, dispersion ammo has a hyphen at the end.
So it would be something like
SEB_M16A1-
(The mines are of course, prefixed by COC, as in COCPOMZ)
So no, they're not named just like the regular OFP ones. And no, I don't know their names, but they should be listed in the documentation in the archive file.
Enjoy
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Heya Dinger, I figured I'd find you or Swoop in here 8)
One day, I'll learn to read the readme files to the end... I've had OFP sitting on a shelf till saturday, picked it up...got hooked -> starting mission editing on sunday.
Anyway, the info was where you said it would be, thanks a lot !
WEAPON NAMES:
(NOTE: Dispersion levels on the magazines have been increased, if you wish to use standard dispersion
magazines then look for a magazine name ending with a "n")
(eg: For the sebak47, the high dispersion magazine is "sebak47mag", the normal dispersion one is called "sebak47magn"
RIFLES
sebak47 sebak47mag sebak47magn sebak47mortar
sebct56 sebak47mag sebak47magn
sebsks sebsksmag sebsksmagn
sebm16a1 sebm16a1mag sebm16a1magn sebm16mortar
sebm14 sebm14mag sebm14magn
sebcar15 sebcar15mag sebcar15magn
GRENADELAUNCHERS
sebm79 sebm79he, sebm79buck, sebm79HEammobag, Flare, FlareGreen, FlareRed, FlareYellow
sebcar15gl
Rifle: sebcar15mag sebcar15magn
GL: GrenadeLauncher,Flare,FlareGreen,FlareRed,FlareYellow,sebm79he,sebm79buck,sebm79HEammobag
sebm16a1gl
Rifle: sebm16a1mag sebm16a1magn
GL: GrenadeLauncher,Flare,FlareGreen,FlareRed,FlareYellow,sebm79he,sebm79buck,sebm79HEammobag
sebak47gl
Rifle: sebak47mag sebak47magn
GL: GrenadeLauncher,Flare,FlareGreen,FlareRed,FlareYellow,sebm79he,sebm79buck,sebm79HEammobag
SHOTGUNS
sebithaca sebithacashell
RADIOS
sebprc25 (no magazines)
sebtyp63 (no magazines)
These radios are classified as secondary weapons and can be "equiped" and detected via scripts.
MG/SMGs
sebrpd sebrpdmag sebrpdmagn
sebm60 sebm60mag sebm60magn
sebm60s sebm60mag sebm60magn
sebm63a sebm63amag sebm63amagn
sebm3sd sebm3sdmag sebm3sdmagn
sebm45 sebm45mag sebm45magn
sebm3a1 sebm3a1mag sebm3a1magn
LAUNCHERS
seblawlauncher seblawrocket (AI will target air targets with this weapon)
sebrpglauncher sebrpgrocket (AI will target air targets with this weapon)
sebrpg7launcher sebrpg7rocket
seb90mmrecoiless seb90mmrocket
sebsa7launcher sebsa7mag
SNIPER RIFLES
sebmosin sebmosinmag
sebrem700 sebrem700mag
PISTOLS
sebm1911 sebm1911mag
sebm39hp sebm39hpmag
sebtokarev sebtokarevmag
sebflaregun sebflareWhite, sebflareRed, sebflareGreen, sebflareYellow
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8) g'day Saw
Amazing the peole ya see when ya havent got a weapon eh? ;-)
I tried making Air Cav squads throw smoke to mark pos for a chopper pick_up, and found that I did not have to add smoke shells, they seem to allready be there.
I just named one guy 'smoke' and put
smoke fire ["throw","smokeshellred","smokeshellred"] in the init field of the waypoint where I wanted smoke thrown.
Seemed to work fine.
Blue
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Howdy Bluedog!
Well, I've tried one of the pickup scripts I found here (I'm still such a dweeb at editing, I just merged it w/ my mission, changed the chopper type & the Player unit). But since I still fail to "understand it all" it isn't working right yet.
(The chopper script stil worked after I changed all this, but no green smoke apreared at all for me)