I'm using rMod in order to have more weaponry on my Server, currently, I'm having most weapons spawn at Crash Sites with a higher chance of finding a weapon and a low chance for ammo - where as Wrecks have a high chance for ammo and very low for weapons. At the moment, this is working fairly nicely, it adds a whole different atmosphere!
But I'm interested in having some weapons spawn with ammo next to them, in case we'd want to change this for anotehr instance. I found this in server_monitor.sqf, I believe this is where I would achieve what I want.
Does anyone how to manipulate this code? I'm not a programmer of any kind so any help on this matter would be greatly appreciated!
But I'm interested in having some weapons spawn with ammo next to them, in case we'd want to change this for anotehr instance. I found this in server_monitor.sqf, I believe this is where I would achieve what I want.
Does anyone how to manipulate this code? I'm not a programmer of any kind so any help on this matter would be greatly appreciated!
Code:
if (count _intentory > 0) then {
//Add weapons
_objWpnTypes = (_intentory select 0) select 0;
_objWpnQty = (_intentory select 0) select 1;
_countr = 0;
{
_isOK = isClass(configFile >> "CfgWeapons" >> _x);
if (_isOK) then {
_block = getNumber(configFile >> "CfgWeapons" >> _x >> "stopThis") == 1;
if (!_block) then {
_object addWeaponCargoGlobal [_x,(_objWpnQty select _countr)];
};
};
_countr = _countr + 1;
} forEach _objWpnTypes;
//Add Magazines
_objWpnTypes = (_intentory select 1) select 0;
_objWpnQty = (_intentory select 1) select 1;
_countr = 0;
{
_isOK = isClass(configFile >> "CfgMagazines" >> _x);
if (_isOK) then {
_block = getNumber(configFile >> "CfgMagazines" >> _x >> "stopThis") == 1;
if (!_block) then {
_object addMagazineCargoGlobal [_x,(_objWpnQty select _countr)];
};
};
_countr = _countr + 1;
} forEach _objWpnTypes;