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What is the rucksack system and why is it important? |
The
rucksack system is based around custom rucksack magazines that act like
bundles of magazines. A rucksack M16 magazine, for instance, is a
bundle of 3 magazines that only takes up 1 inventory space. This
effectively triples your carrying ability. You can also carry magazines
for weapons you don't have so that you can share them with a buddy (like
a Machinegunner). |
Can I carry AT when carrying a rucksack? |
No
and yes. No you can not carry a tube. However you can carry additional
rounds for someone else depending on the type of AT rocket or missile.
The RPG7, RPG7VL, and Carl Gustav all have rounds that can be carried in
the rucksack for a teammate. |
You
can also carry entire LAW or RPG22 rockets in the rucksack. To remove
them from the ruck and place them on the ground follow the steps listed
above. When it is placed on the ground you can then pick it up and use
it. When you do that your ruck will be put on the ground. You can carry 2
LAW or RPG22 rockets in the ruck, but you can only pick up 1 at a time
after removing them from the ruck. |
Can I pick stuff up and put it back into the ruck? |
WGL5 Introduced repack for a certain ammo types. |
Yet
for the rest you can reorganize your pack by dropping or picking up
pack bundles all you want. So there's no limits to the combinations of
pack magazines you can carry. |
Can the rucksacks carry weapons? |
No, with the exception of the LAW and RPG22 that was discussed earlier. |
Can the rucksack be dropped? |
Yes, and it will retain what has been loaded into it or used already. |
Your machineguns and mortars start without ammo, what gives? |
This
is so that when they're assembled on the battlefield you have to carry
in the appropriate ammo in a rucksack. However in the case of placing
static machineguns (for AI and the like) you can add magazines via the
init line in the editor. Use the addMagazine command and these magazine
names: |
Browning M2 mag -> WGL_M2Mag |
NSV machinegun mag -> WGL_NSVMag |
AGS17 magazine -> WGL_AGS17Mag |
How do I disassemble the mortars and machineguns? |
The
mortar must be empty, which means you can't disassemble it while
there's a round loaded into the tube. Also, you will have to drop any
secondary weapon or rucksack. Dropping the rucksack is usually what
people forget to do. Machineguns can not be disassembled unless the
current magazine is either EMPTY or FULL. If you have started to use the
magazine you will need to finish it before you can disassemble. |
What does CAS targeting do? |
When
used it will put an invisible target onto the ground. This is useful
for pilots in A10s or other choppers. They can use it as a reference
point to drop a bomb or shoot at with rockets. |
| | Note that it's no laserTarget object - it's only an irTarget. |
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What do the other radio commands do? |
The
Reinforce command is useful if a mission maker wants to use it to
trigger vehicle respawns. It can be built into a mission if you monitor
the status of the public variables, WGLReinforceW and WGLReinforceE. The
radio command sets them as true and sets it public. So if you want to
use it in a mission, do something like ?(WGLReinforceW): goto
"respawnvehicles". Be sure to set the variable false when you're done
though! |
The
Insertion command is currently not used but in the future it may be
used to a mission maker to allow a team to specify multiple respawn
points. This is handy if you're trying to avoid spawn control. |
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