would it be possible to only have certain levels of enemies drop one of something guaranteed, with the lowest getting clothing, -> pistol/bandage -> grenade -> good gun/armor -> kits/night vision, etc
It is possible to control what the drops are, I believe. It seems to load the enemy soldier, equip items, and whatever is left over drops. The script that handles it within the program appears to do some random calculatoin and drop what is left. There seems to be a high chance of one of the ammos dropping and a low chance of an equipped item to drop. When you put duplicates of these items into the individual soldier inventory, the duplicates taht aren't equipped seem to be dropped at 100%, at least for weapons and armor that I've seen in my brief testing.
The individual soldiers can be modified, so you could only modify some of them and leave the others completely random. You could make it so they all dropped uniforms, boots, hat, etc., by duplicating those items, but not increase weapon drops. I didn't test it, but it seems that the game equips the best weapon, so if you didn't want 100% weapon drops, but something less, you could add a duplicate lesser weapon. For instance, the soldier is equipped with an AK-47 and the duplicate weapon is a .38 caliber pistol. The pistol theoretically would drop 100% and the assault rifle sometimes, like normal.
*Underlined items in the file are just to highlight, not part of the code. Do not try to just cut and paste this into your document. Cut and paste what you're looking for from the characters.txt.*
Here is an example of the unedited inventory of "soldier 6"
// AI Character
Character ("Soldier6", 2)
{
*Snipped out the character information, as we're just changing the inventory*
AddItem 1122 // helmet camo03
AddItem 2102 // uniform camo03
AddItem 3027 // Kevlar Pants - beige
AddItem 4004 // Flak Jacket
AddItem 16 // type85_01
AddItem 910 // 7.62mm
AddItem 910 // 7.62mm
AddItem 125 // Frag Grenade
XPForKilling 150
VoiceType 229
}
This is how you'd drop only clothing/armor.
// AI Character
Character ("Soldier6", 2)
{
*Snipped out the character information, as we're just changing the inventory*
AddItem 1122 // helmet camo03
AddItem 2102 // uniform camo03
AddItem 3027 // Kevlar Pants - beige
AddItem 4004 // Flak Jacket
**adding a duplicate of the above should cause a 100% drop of these equippable items**
AddItem 1122 // helmet camo03
AddItem 2102 // uniform camo03
AddItem 3027 // Kevlar Pants - beige
AddItem 4004 // Flak Jacket
AddItem 16 // type85_01
AddItem 910 // 7.62mm
AddItem 910 // 7.62mm
AddItem 125 // Frag Grenade
XPForKilling 150
VoiceType 229
}
This would 100% drop the standard weapon only
// AI Character
Character ("Soldier6", 2)
{
*Snipped out the character information, as we're just changing the inventory*
AddItem 1122 // helmet camo03
AddItem 2102 // uniform camo03
AddItem 3027 // Kevlar Pants - beige
AddItem 4004 // Flak Jacket
AddItem 16 // type85_01
AddItem 16 // type85_01
AddItem 910 // 7.62mm
AddItem 910 // 7.62mm
AddItem 125 // Frag Grenade
XPForKilling 150
VoiceType 229
This should drop an alternate weapon instead of the primary at 100%
//AI Character
Character ("Soldier6", 2)
{
*Snipped out the character information, as we're just changing the inventory*
AddItem 1122 // helmet camo03
AddItem 2102 // uniform camo03
AddItem 3027 // Kevlar Pants - beige
AddItem 4004 // Flak Jacket
AddItem 16 // type85_01
AddItem 36 // 36. Special Revolver
AddItem 910 // 7.62mm
AddItem 910 // 7.62mm
AddItem 125 // Frag Grenade
XPForKilling 150
VoiceType 229
}
Hope it helps.
Lucka99