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https://github.com/IT07/a3_vemf_reloaded.git
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Ammo needed before adding weapon
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parent
53a0c79872
commit
437551535e
@ -85,32 +85,33 @@ if (_this isEqualType []) then
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_unit addBackpack _gear;
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};
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_gear = selectRandom _launchers;
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_unit addWeapon _gear;
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private ["_ammo"];
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_ammo = getArray (configFile >> "cfgWeapons" >> _gear >> "magazines");
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if (count _ammo > 2) then
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{
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_ammo resize 2;
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};
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for "_i" from 0 to (2 + (round random 1)) do
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{
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_unit addMagazine (selectRandom _ammo);
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};
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for "_i" from 0 to (2 + (round random 1)) do
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{
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_unit addMagazine (selectRandom _ammo);
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};
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_unit addWeapon _gear;
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};
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};
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// Add Weapons & Ammo
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_gear = selectRandom _rifles;
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_unit addWeapon _gear;
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_unit selectWeapon _gear;
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_gear = selectRandom _pistols;
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_unit addWeapon _gear;
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// Select a random weapon
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private ["_primaryWeapon","_handgunWeapon"];
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_primaryWeapon = selectRandom _rifles;
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_handgunWeapon = selectRandom _pistols;
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// Give this guy some ammo
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_givenAmmo = [_unit] call VEMFr_fnc_giveAmmo;
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_givenAmmo = [_unit, _primaryWeapon, "", _handgunWeapon] call VEMFr_fnc_giveAmmo;
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if not _givenAmmo then
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{
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["fn_loadInv", 0, format["FAILED to give ammo to AI: %1", _unit]] ExecVM "exile_vemf_reloaded\sqf\log.sqf";
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};
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_unit addWeapon _primaryWeapon;
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_unit selectWeapon _primaryWeapon;
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_unit addWeapon _handgunWeapon;
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// Give this guy some weaponItems
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_giveAttachments = [_unit] call VEMFr_fnc_giveWeaponItems;
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if not _giveAttachments then
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@ -154,9 +155,15 @@ if (_this isEqualType []) then
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_uniform = selectRandom _uniforms;
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_unit forceAddUniform _uniform;
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_rifle = selectRandom _rifles;
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_pistol = selectRandom _pistols;
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// Give this guy some ammo
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_givenAmmo = [_unit, _rifle, "", _pistol] call VEMFr_fnc_giveAmmo;
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if not _givenAmmo then
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{
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["fn_loadInv", 0, format["FAILED to give ammo to AI: %1", _unit]] ExecVM "exile_vemf_reloaded\sqf\log.sqf";
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};
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_unit addWeapon _rifle;
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_unit selectWeapon _rifle;
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_pistol = selectRandom _pistols;
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_unit addWeapon _pistol;
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if not(_missionName isEqualTo "BaseAttack") then
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{
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@ -166,12 +173,6 @@ if (_this isEqualType []) then
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{
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_unit addBackpack "B_Parachute";
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};
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// Give this guy some ammo
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_givenAmmo = [_unit] call VEMFr_fnc_giveAmmo;
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if not _givenAmmo then
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{
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["fn_loadInv", 0, format["FAILED to give ammo to AI: %1", _unit]] ExecVM "exile_vemf_reloaded\sqf\log.sqf";
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};
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// Give this guy some weaponItems
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_giveAttachments = [_unit] call VEMFr_fnc_giveWeaponItems;
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if not _giveAttachments then
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@ -208,21 +209,21 @@ if (_this isEqualType []) then
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_unit addVest "V_PlateCarrier2_blk";
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_unit forceAddUniform "Exile_Uniform_ExileCustoms";
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_rifle = selectRandom _rifles;
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_pistol = selectRandom _pistols;
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// Give this guy some ammo
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_givenAmmo = [_unit, _rifle, "", _pistol] call VEMFr_fnc_giveAmmo;
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if not _givenAmmo then
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{
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["fn_loadInv", 0, format["FAILED to give ammo to AI: %1", _unit]] ExecVM "exile_vemf_reloaded\sqf\log.sqf";
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};
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_unit addWeapon _rifle;
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_unit selectWeapon _rifle;
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_pistol = selectRandom _pistols;
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_unit addWeapon _pistol;
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if (_missionName isEqualTo "BaseAttack") then
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{
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_unit addBackpack "B_Parachute";
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};
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// Give this guy some ammo
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_givenAmmo = [_unit] call VEMFr_fnc_giveAmmo;
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if not _givenAmmo then
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{
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["fn_loadInv", 0, format["FAILED to give ammo to AI: %1", _unit]] ExecVM "exile_vemf_reloaded\sqf\log.sqf";
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};
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// Give this guy some weaponItems
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_giveAttachments = [_unit] call VEMFr_fnc_giveWeaponItems;
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if not _giveAttachments then
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