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How do I add weapons to be chosen from briefing? Do I just place an ammo crate near the playable units?

Zandhaas

To have a selection of weapons and ammunition available during the briefing phase one needs to define this in the description.ext file under an entry class Weapons and class Magazines. Here one can define the weapon classes and magazine classes with the total number available.

The relevant bits for weaponselection

Code:
class Weapons
{
    class BAF_L86A2_ACOG            {count = 1;};
    class BAF_L85A2_UGL_ACOG        {count = 1;};
    class BAF_L7A2_GPMG            {count = 1;};
    class M136                    {count = 1;};
    class glock17_EP1                {count = 2;};
    class Binocular_Vector            {count = 1;};
};


class Magazines
{
    class 30Rnd_556x45_Stanag        {count = 48;};
    class 5Rnd_86x70_L115A1        {count = 6;};
    class 200Rnd_556x45_L110A1        {count = 4;};
    class 100Rnd_762x51_M240        {count = 8;};
    class 17Rnd_9x19_glock17        {count = 16;};
    class 1Rnd_HE_M203            {count = 20;};
    class BAF_L109A1_HE            {count = 18;};
    class SmokeShell                {count = 18;};
    class PipeBomb                {count = 3;};
    class M136                    {count = 1;};
    class NLAW                    {count = 2;};
};


An example of an entire description.ext file:

Code:
onloadmission="B A F   -   S Q U A D   T H R U S T   ( C O O P )";
loadScreen = "baf_pic.paa";

class Header
{
    gameType = Coop;
    minPlayers = 1;
    maxPlayers = 9;
};

minScore=200;
avgScore=1200;
maxScore=12000;

respawn = "GROUP";
respawnDelay = 5;

class Weapons
{
    class BAF_L86A2_ACOG            {count = 1;};
    class BAF_L85A2_UGL_ACOG        {count = 1;};
    class BAF_L7A2_GPMG            {count = 1;};
    class M136                    {count = 1;};
    class glock17_EP1                {count = 2;};
    class Binocular_Vector            {count = 1;};
};


class Magazines
{
    class 30Rnd_556x45_Stanag        {count = 48;};
    class 5Rnd_86x70_L115A1        {count = 6;};
    class 200Rnd_556x45_L110A1        {count = 4;};
    class 100Rnd_762x51_M240        {count = 8;};
    class 17Rnd_9x19_glock17        {count = 16;};
    class 1Rnd_HE_M203            {count = 20;};
    class BAF_L109A1_HE            {count = 18;};
    class SmokeShell                {count = 18;};
    class PipeBomb                {count = 3;};
    class M136                    {count = 1;};
    class NLAW                    {count = 2;};
};

Regards,

Sander
allright thanks! But maybe I'll just put some crates since the mission is very slow paced!
Ammo crates have to be filled with stuff as well. They contain default loadouts but if you really want to influnce the players' weapons options you need to manipulate the ammo crates as well.

Zandhaas

The default weapon crates also tend to contain rather high numbers of weapons and magazines in comparison to their size. The fact that too great a choice in weapon selection also makes it less interesting to vary tactics in a mission. When everyone can carry a sniper rifle and AT weapon, it tends to make it less of a challenge. In most military units one has to make do with the organic arsenal of a unit. There might be the odd choice of altering a sight or getting additional weapons from other squads or spare MG's from a vehicle to accomplish special tasks, but generally speaking default issue will have to do.

Regards,

Sander
Another one! How could I disable someone from walking? (because his legs are wounded)
So that they can still be healed?

Zandhaas

To damage the legs of a unit named aSoldier place the following in the initline of that unit:

Code:
aSoldier setHit ["legs", 1];

This will disable his legs and cause him to crawl. To make him stop entirely one should also add:

Code:
aSoldier disableAI "Move"

Once healed the unit with this additional statement will remain fixed to the spot though, so one should add a trigger that checks for the health of the unit to be restored and then enables the ability to move again.


Regards,

Sander
ok! Thanks! will give it a shot!

Edit: And actually one more thing! How to create a sandstorm? I believe the PMC campaings first mission had a sandstorm going on. With the OA modules you can create kind of a storm but not a sandstorm!
hola,

put this in a new thread to keep topics trackable for others aswell ;-).

Tony