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Refine CfgRespawnInventory full loadout
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Description

You can't achieve a full loadout atm. You'll always be one rocket & one mag shy. This is because the ammunition that's chambered up in the weapons, comes from player inventory instead of going straight into the chamber from the .ext.

Basically, it looks like the ammunition is placed into your bags (vest, uniform & backpack) first & then loaded into the weapon immediately after (with no animation). For example, rendering an assault back pack with only 1 PCML (Missile) instead of 2 Missiles. And 1 chambered up in the launcher. Leaving a half full back pack.

Details

Legacy ID
458848515
Severity
None
Resolution
Open
Reproducibility
Always
Category
Scripting
Steps To Reproduce

Utilize MenuInventory. Add 3 PCML Missiles to magazines (one for the chamber & 2 for the backpack) & a PCML launcher to weapons. When you spawn, select said role / loadout. You will not get the 3 missiles but instead 2. Even though there's room for one more in the assault pack.

Additional Information

If players want a full loadout (ie; that missing PCML missile) they've to manually add one via ammo crate. Which kind of defeats the point of using MenuInventory.

I'd also prefer to have the configuration more refined. In addition to weapons, magazines, items & linked items, also have backpack items,vest items & uniform items. So I can dictate what items go where.

Event Timeline

David77 edited Steps To Reproduce. (Show Details)Sep 18 2013, 2:25 AM
David77 edited Additional Information. (Show Details)
David77 set Category to Scripting.
David77 set Reproducibility to Always.
David77 set Severity to None.
David77 set Resolution to Open.
David77 set Legacy ID to 458848515.May 7 2016, 4:47 PM
Bohemia added a subscriber: AD2001.Sep 18 2013, 2:25 AM