Ammobox
Ammo.sqf is a script that autofill ammo crates with specific weapons that you specify it to have. Go into your scripts folder if you are using the complex template and open up ammo.sqf with notepad++
Leave
clearmagazinecargo _this;
clearweaponcargo _this;
alone
Those remove all content inside the ammocrate so you can add your own.
clearmagazinecargo _this;
clearweaponcargo _this;
alone
Those remove all content inside the ammocrate so you can add your own.
Now modify these
_this addWeaponCargo ["X", #];
_this addMagazineCargo ["X", #];
_this addBackpackCargo ["X", #];
X = classname of weapon, magazine, item
# = amount of that item available in the ammobox
If you ever want more, just add a another command line or simply copy and paste those commandlines and modify them with the right amount of weapons, items, magazines you want and the classname of that specific weapon, item, magazine.
If you don't want certain lines, just delete them.
_this addWeaponCargo ["X", #];
_this addMagazineCargo ["X", #];
_this addBackpackCargo ["X", #];
X = classname of weapon, magazine, item
# = amount of that item available in the ammobox
If you ever want more, just add a another command line or simply copy and paste those commandlines and modify them with the right amount of weapons, items, magazines you want and the classname of that specific weapon, item, magazine.
If you don't want certain lines, just delete them.
If you need classnames of weaponries and ammos, refer to these sites.
http://browser.six-projects.net/cfg_weapons/classlist
http://forums.bistudio.com/showthread.php?73241-ArmA-II-amp-OA-Classnames-No-questions-no-discussion-here!&p=1292940&viewfull=1#post1292940
http://forums.bistudio.com/showthread.php?73241-ArmA-II-amp-OA-Classnames-No-questions-no-discussion-here!&p=1663809&viewfull=1#post1663809
http://forums.bistudio.com/showthread.php?73241-ArmA-II-amp-OA-Classnames-No-questions-no-discussion-here!&p=1732933&viewfull=1#post1732933
http://forums.bistudio.com/showthread.php?73241-ArmA-II-amp-OA-Classnames-No-questions-no-discussion-here!&p=1732933&viewfull=1#post1732933
http://forums.bistudio.com/showthread.php?73241-ArmA-II-amp-OA-Classnames-No-questions-no-discussion-here!&p=2257304&viewfull=1#post2257304
Backpacks goes with
_this addBackpackCargo ["X", #];
Weapons goes with
_this addWeaponCargo ["X", #];
Ammo, explosives, grenades, satchels, etc goes with
_this addMagazineCargo ["X", #];
If you need backpack classnames, refer to this post.
http://forums.bistudio.com/showthread.php?73241-ArmA-II-amp-OA-Classnames-No-questions-no-discussion-here!&p=1667574&viewfull=1#post1667574
http://browser.six-projects.net/cfg_weapons/classlist
http://forums.bistudio.com/showthread.php?73241-ArmA-II-amp-OA-Classnames-No-questions-no-discussion-here!&p=1292940&viewfull=1#post1292940
http://forums.bistudio.com/showthread.php?73241-ArmA-II-amp-OA-Classnames-No-questions-no-discussion-here!&p=1663809&viewfull=1#post1663809
http://forums.bistudio.com/showthread.php?73241-ArmA-II-amp-OA-Classnames-No-questions-no-discussion-here!&p=1732933&viewfull=1#post1732933
http://forums.bistudio.com/showthread.php?73241-ArmA-II-amp-OA-Classnames-No-questions-no-discussion-here!&p=1732933&viewfull=1#post1732933
http://forums.bistudio.com/showthread.php?73241-ArmA-II-amp-OA-Classnames-No-questions-no-discussion-here!&p=2257304&viewfull=1#post2257304
Backpacks goes with
_this addBackpackCargo ["X", #];
Weapons goes with
_this addWeaponCargo ["X", #];
Ammo, explosives, grenades, satchels, etc goes with
_this addMagazineCargo ["X", #];
If you need backpack classnames, refer to this post.
http://forums.bistudio.com/showthread.php?73241-ArmA-II-amp-OA-Classnames-No-questions-no-discussion-here!&p=1667574&viewfull=1#post1667574
_this addBackpackCargo ["X", #]; is for Operation Arrowhead. If you are editing for ARMA 2 standalone, you don't need it.
Save after you are done. You can always make a duplicate and call it something like ammo2.sqf.
Now go inside the mission editor, create an ammobox, and add the following line in the init null = this execVM "scripts\ammo.sqf";
If your ammo.sqf is in the same folder as your mission.sqm instead of inside the scripts folder, then just put in null = this execVM "ammo.sqf"; instead
Now go inside the mission editor, create an ammobox, and add the following line in the init null = this execVM "scripts\ammo.sqf";
If your ammo.sqf is in the same folder as your mission.sqm instead of inside the scripts folder, then just put in null = this execVM "ammo.sqf"; instead