Giving you some candy! - Printable Version +- Comrades in Arms Discussion Board (http://forum.ciahome.net) +-- Forum: Comrades in Arms Life (http://forum.ciahome.net/forumdisplay.php?fid=3) +--- Forum: Mission Making (http://forum.ciahome.net/forumdisplay.php?fid=8) +--- Thread: Giving you some candy! (/showthread.php?tid=1939) |
Giving you some candy! - Bubba - 11-30-2010 How do I add weapons to be chosen from briefing? Do I just place an ammo crate near the playable units? Re: Giving you some candy! - Zandhaas - 11-30-2010 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 An example of an entire description.ext file: Code: onloadmission="B A FÂ -Â S Q U A DÂ T H R U S TÂ ( C O O P )"; Regards, Sander Re: Giving you some candy! - Bubba - 12-01-2010 allright thanks! But maybe I'll just put some crates since the mission is very slow paced! Re: Giving you some candy! - Zwobot - 12-01-2010 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. Re: Giving you some candy! - Zandhaas - 12-01-2010 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 Re: Giving you some candy! - Bubba - 12-09-2010 Another one! How could I disable someone from walking? (because his legs are wounded) So that they can still be healed? Re: Giving you some candy! - Zandhaas - 12-09-2010 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 Re: Giving you some candy! - Bubba - 12-10-2010 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! Re: Giving you some candy! - TonyMarony - 12-10-2010 hola, put this in a new thread to keep topics trackable for others aswell ;-). Tony |