BetterDeadThanZed Posted March 10, 2015 Report Share Posted March 10, 2015 I'm sure this has to have been asked before, but a search for loot table and loottable didn't find it.... is there any way to change DZMS so it draws the weapons for the bandits directly from the loot table just like DZAI? Link to comment Share on other sites More sharing options...
ekroemer Posted March 11, 2015 Report Share Posted March 11, 2015 DZAI weapon arrays DZAI_Pistols<n> and DZAI_Rifles<n> ( for different weapon grades >n>) are built within DZAI/scripts/buildWeaponArrays.sqf. While it would be possible to write a corresponding, if simplified, version of this for DZMS, I assume that if you've DZAI running, you can simply use these (global) DZAI variables to define DZMS loadout. DZMS/ExtConfig/DZMSAIConfig.sqf defines variables DZMSWeps<n> and refers to these in DZMS/DZMSFunctions.sqf:DZMSGetWeapon which is in turn used by DZMAAiSpawn.sqf which is called from every mission. Changing DZMSAIConfig.sqf might not do the trick because at DZMS setup time DZAI might not yet be ready, but perhaps it is sufficient to change DZMSFunctions.sqf from switch (_skill) do { case 0: {_aiweapon = DZMSWeps0;}; case 1: {_aiweapon = DZMSWeps1;}; case 2: {_aiweapon = DZMSWeps2;}; case 3: {_aiweapon = DZMSWeps3;}; }; to switch (_skill) do { case 0: {_aiweapon = DZAI_Rifles0;}; case 1: {_aiweapon = DZAI_Rifles1;}; case 2: {_aiweapon = DZAI_Rifles2;}; case 3: {_aiweapon = DZAI_Rifles3;}; }; Link to comment Share on other sites More sharing options...
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