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Ammopouch script & function(s) WIP; Reaching into virtual ammo pouch for mag
Topic Started: Oct 30 2009, 11:56 PM (1,058 Views)
ww2weasel
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Da Brainboy
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A working ingame Ammo pouch script has been created - still adding new weapons and refining.

This will now allow a mission designer to consider how many mags a unit or group(s) will need in the mission.

The Script will allow you to pick up any WH40K weapon - & the ammo pouch will reflect the magazines of the new weapon being utilized.

No more will you scrounge around the battlefield looking for mags.

Unless you want this effect - if so do not use scripts/functions...

The mission designer will add number of additional magazines beyond what the game normally supplies a unit.

Right now script is geared for 1 unit at a time - but very soon it will be geared for groups and / or lists/arrays... Then eventually static weapons and vehicles...

Below is how first script is called - function is handled by script

In Trigger:
getmag=preprocessFile "getmag";[xx,10] exec "ammopouch";

A groupchat will be initiated:

for Primary Weapon: "Rummaging in Ammopouch for spare Mag."
for Secondary Weapon: "Rummaging in Ammopouch for spare Missile."

Also a sound file will be generated: - it will sound like your rummaging around in a pouch for something....

This will all happen automatically - no addaction to hinder gameplay.

The ammopouch is designed to not allow you to drop below two mags in your unit inventory.
This way freeing up space to carry satchels/mines, etc...
Edited by ww2weasel, Oct 31 2009, 12:02 AM.
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ww2weasel
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Da Brainboy
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update: script is working to handle arrays / lists and groups so AI can be re-armed as well - some tweaks needed here and there as ammo amounts are different per unit and per race...

But an ingame script is functioning well for the most part. Majority of units receive their additional ammo - including pistols. Just differences in varying default amounts need tweaking.
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