View Full Version : Throwable satchel charges/grenades
Hi, I previously made a throwable satchel-charge (a kind of anti-tank charge which explodes on impact) BUT it will not work in multiplayer all - it simply does not show in the weapon menu. This has been tested severly and I must conclude it is a bug. Can BIS confirm this and perhaps fix it in the future by enabling custom throw-weapons for multiplayer?
...and merry http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/xmas.gif
SelectThis
Dec 23 2002, 15:12
Heya,
I had this problem with the custom grenades and C4 charges in the SEB Delta Forces addon. The only way I could get it to work in MP was to remove all the weapons off each unit then re-add them at the start of a mission.
(take a look at Gimbal's Tossers as well.)
SelectThis
A million thanks SelectThis! Fought with this problem for some time..
Merry http://www.flashpoint1985.com/ikonboard301/iB_html/non-cgi/emoticons/xmas.gif
Tanelorn
Dec 31 2002, 04:45
Same problem here. In my experience, I could use the custom grenades if I was not the unit leader. Very strange eh?
So I guess for now the best thing to do is to use a script to remove the grenades and add them again at mission start.
Probaly seems to be to do the new "Throw" weapon. I really think BIS should take a look on it, had done a swedish grenade. Nothing special but for the feeling, worked nice in SP but in MP it is like the game removes the throw weapon and adds it's own throw..
found/had the same problem.
my solution:
[p1,p2,p3] exec "FixCustomThrowPut.sqs"
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_list=_this
_index=0
#DoFix
_unit=_list select _index
"if (!(_unit hasweapon _x)) then {_unit addweapon _x}" foreach ["OPEF_Throw","OPEF_Put","OPEF_BandageCarry","OPEF_PdaCarry"]
_index=_index+1
?_index<count _list:goto "DoFix"[/QUOTE]
thank you for inspiring me. http://forums.bistudio.com/oldsmileys/smile_o.gif
There seems to be a bug that causes any addon ammo to be removed in MP if you don't have a weapon that *takes up a slot* for it. It will be there in the briefing but once you start the game, it's gone..
There seems to be a bug that causes any addon ammo to be removed in MP if you don't have a weapon that *takes up a slot* for it. It will be there in the briefing but once you start the game, it's gone..
the solution for this you can find in my upper post. http://forums.bistudio.com/oldsmileys/wink_o.gif
just the names of the weapons must be fixed for different requirements. http://forums.bistudio.com/oldsmileys/smile_o.gif
I saw the solution, I was just explaining more about it because I have screwwed around with this bug a bit.
is it possible to use the init EH to launch the script?
or that loaded before ofp screws it up?
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