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 addItemCargo ["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 addItemCargo ["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 some classnames, you can refer to these sites.
http://browser.six-projects.net/cfg_weapons/classlist?version=67
http://forums.bistudio.com/showthread.php?147694-ArmA3-Classnames-no-discussions
BACKPACKS
You can also just press CTRL+G while you're in the editor to access the configviewer to find weapons classnames.
Just an FYI, the prefixes of items have a certain meaning to them...
H = Helmet
U = Uniform
V = Vest
G = Goggles/Eyewear
B = Backpack
To add helmets, uniforms, vests, goggles, use _this addItemCargo ["X", #];
As for backpacks, use
_this addBackpackCargo ["X", #];
Everything in the SIX Updater item section goes with _this addItemCargo ["X", #];
Weapons goes with
_this addWeaponCargo ["X", #];
Ammo, explosives, grenades, satchels, etc goes with
_this addMagazineCargo ["X", #];
http://browser.six-projects.net/cfg_weapons/classlist?version=67
http://forums.bistudio.com/showthread.php?147694-ArmA3-Classnames-no-discussions
BACKPACKS
You can also just press CTRL+G while you're in the editor to access the configviewer to find weapons classnames.
Just an FYI, the prefixes of items have a certain meaning to them...
H = Helmet
U = Uniform
V = Vest
G = Goggles/Eyewear
B = Backpack
To add helmets, uniforms, vests, goggles, use _this addItemCargo ["X", #];
As for backpacks, use
_this addBackpackCargo ["X", #];
Everything in the SIX Updater item section goes with _this addItemCargo ["X", #];
Weapons goes with
_this addWeaponCargo ["X", #];
Ammo, explosives, grenades, satchels, etc goes with
_this addMagazineCargo ["X", #];
Some items also specify what uniform is for which faction.
O = OPFOR
B = BLUFOR
Unfortunately, weapons aren't very specific on who has what weapons, so you'll have to make that judgement yourself while in ARMA 2 its much easier... Your typical Russian style weapons like AKs are what OPFORs use and H&K weapons for the BLUFORs. For ARMA 3, OPFOR tend to use anything bullpull and BLUFOR goes for the traditional style rifles more.
O = OPFOR
B = BLUFOR
Unfortunately, weapons aren't very specific on who has what weapons, so you'll have to make that judgement yourself while in ARMA 2 its much easier... Your typical Russian style weapons like AKs are what OPFORs use and H&K weapons for the BLUFORs. For ARMA 3, OPFOR tend to use anything bullpull and BLUFOR goes for the traditional style rifles more.
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