The gathering of gear was one of the most exciting thing I’ve seen us do in a long time. The fact that we were rebels and some of us went in literally with a pistol was really authentic and I hope it stays to the next round. The only problem was logistics. People that were "logistics" would just sit in base waiting for reinserts, leaving the actual soldiers on the ground having to pick up gear.
On RU side, we had a fireteam designated to bringing back lost gear in 2 cars. This should not have happened honestly as we had plenty of logistics people waiting in base. This in turn caused us to waste about 30 minutes on recovering gear instead of helping to take over the factory that the rest of RU side was attacking.
I think that spawning with radios would be a real improvement to this whole thing. This way, active fighters could easily communicate to the logistics guys where there are weapons and is safe to gather equipment.
Mission was amazing overall refreshing the PvP category we have had here. Loved it and hope to be part of the next one too!
Function loads the contents into the box, previously saved by war_armory_fnc_getCargo. This part _fnc_drop seems a bit dodgy to me (he created an agent to move stuff to box).
Function loads the contents into the box, previously saved by war_armory_fnc_getCargo. This part _fnc_drop seems a bit dodgy to me (he created an agent to move stuff to box).[/quote]
That’s what I originally did as well for my guerrilla thing, as there’s no other way to put weapons with attachments into a box. You can detect/read attachments from weapons in a box, but not store a new weapon with attachments, as there’s no "weapon object", weapons/items are just strings. Also a reason why there’s thousands of IDs like ACRE_PRC_343_5000, as it allows the mod maker to couple the ID to some data in a global array structure, as it is impossible to add a variable to a string.
Also the same reason why you can’t access a chestpak on a dead soldier - you have to move it to that corpse’s back.
Since doing it via a new createUnit/createVehicle was unreliable (try adding too fast and the action will silently fail), I simply ended up adding the attachments separately to the box and then adding the bare weapon. And having exceptions for attachments that are on weapons by default (like the muzzle break on AKs).