I've read that a Russian mod modded the interface and gave the musket it's own slot so you don't have the problem of not being able to equip a sword and what not. But I've only read about it, whether it's true or not, I don't know. And if it is true, I don't think anyone here knows the link to the mod so some of our modders can look at it and try to implement it into our version of COAS.
That where i got the idea from. I added a slot in the items interface for the
mushket. But i can't get the mushket into the slot. I must be missing a code somewhere.
To add an mushket slot add the following.
1- Open "RESOURCE" and click "INI" and click "INTERFACE" and open "ITEM" file.
2- Look for: "item = FRAME,SETUP_FRAME"
3- Add this line: "item = 403,PICTURE,ITEM_5 Should look like this below.
item = FRAME,SETUP_FRAME
item = 400,PICTURE,ITEM_1
item = 400,PICTURE,ITEM_2
item = 400,PICTURE,ITEM_3
item = 403,PICTURE,ITEM_4
item = 403,PICTURE,ITEM_5
item = 402,PICTURE,SETUP_BIG_PICTURE
4- Scroll down the page till you come to this: [SCROLL_ITEMS] you will see this
[ITEM_1]
position = 718,240,778,300
textureName = interfaces\empty_spyglass.tga
bShowGlowCursor = 0
[ITEM_2]
position = 578,203,638,263
textureName = interfaces\empty_spyglass.tga
bShowGlowCursor = 0
[ITEM_3]
position = 547,298,607,358
textureName = interfaces\empty_spyglass.tga
bShowGlowCursor = 0
[ITEM_4]
position = 650,174,710,234
textureName = interfaces\empty_spyglass.tga
bShowGlowCursor = 0
[ITEM_5]
position = 725,110,785,170
textureName = interfaces\empty_spyglass.tga
bShowGlowCursor = 0
Add [ITEM_5] to the list and now you have the mushket slot. Like i said i got the slot but cannot get the mushket
to equip when i have the other item equip.
There must be a code somewhere to be added which I'm no good at.
To get the mushket to fire do you need to add a firing key to the keybroad?