Works fine for me, I use it all the time.
/Edit: It wants the action-key. Maybe you rebind your key settings? Try holding middle mouse button or whatever you reassigned it to.
Here is a variant that I used once. In this variant, the player needs a key object in his inventory.
(I think you can find it in the editor as an inventory item)
office setVariable ['bis_disabled_Door_7',1,true];
JFR_showKeyInput = true;
publicVariable "JFR_showKeyInput";
[
keyInput,
"Open with key",
"\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_unbind_ca.paa",
"\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_unbind_ca.paa",
"(_this distance _target < 3) && (JFR_showKeyInput == true)",
"(_caller distance _target < 3) && (JFR_showKeyInput == true)",
{},
{},
{
if("Keys" in (magazines _caller)) then {
JFR_showKeyInput = false;
publicVariable "JFR_showKeyInput";
deleteVehicle keyInput;
//playSound3D [getMissionPath "sounds\DoorOpen.ogg", Auto, false, getPosASL Auto, 10, 1, 23];
office setVariable ['bis_disabled_Door_7',0,true];
} else {
hint parseText format ["You need a <t color='#ff0000'>key</t> for this door!"];
};
},
{},
[],
0.8,
nil,
false,
false
] remoteExec ["BIS_fnc_holdActionAdd", 0, Auto];
I placed an object of the appropriate size in front of the corresponding door, named it “keyInput” and then made it invisible with the following:
keyInput setObjectTextureGlobal [0, ""];
(Changing the visibility doesn't work, otherwise the holdAction will no longer be displayed!)
Looking back, the “JFR_showKeyInput” is probably not needed, as the “keyInput” is deleted anyway so as not to block the path.
Hi, I apply a custom loadout to spawned enemy AI units with
_unit setUnitLoadout (missionConfigFile >> "Loadouts" >> "usaf" >> "infantry" >> "antitank");
Loadouts are defined in description.ext
class Loadouts
{
class usaf
{
class infantry
{
class antitank
{
uniformClass = "rhs_uniform_acu_ucp";
backpack = "B_Kitbag_rgr";
weapons[] = {"rhsusf_weap_MP7A2_aor1","rhs_weap_maaws","Binocular","Throw","Put"};
magazines[] = {"rhsusf_mag_40Rnd_46x30_AP","rhs_mag_maaws_HEAT","ACE_painkillers","ACE_painkillers","ACE_painkillers","rhs_mag_m18_red","rhs_mag_m18_purple","rhs_mag_m18_yellow","rhs_mag_m67","Chemlight_red","Chemlight_red","rhsusf_mag_40Rnd_46x30_AP","rhsusf_mag_40Rnd_46x30_AP","rhsusf_mag_40Rnd_46x30_AP","rhsusf_mag_40Rnd_46x30_AP","rhsusf_mag_40Rnd_46x30_AP","rhsusf_mag_40Rnd_46x30_AP","rhsusf_mag_40Rnd_46x30_AP","rhsusf_mag_40Rnd_46x30_AP","rhsusf_mag_40Rnd_46x30_AP","rhsusf_mag_40Rnd_46x30_AP","rhsusf_mag_40Rnd_46x30_AP","rhs_mag_maaws_HEAT","rhs_mag_maaws_HEAT","rhs_mag_maaws_HEAT"};
items[] = {"ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_elasticBandage","ACE_elasticBandage","ACE_elasticBandage","ACE_elasticBandage","ACE_elasticBandage","ACE_elasticBandage","ACE_packingBandage","ACE_packingBandage","ACE_packingBandage","ACE_packingBandage","ACE_packingBandage","ACE_packingBandage","ACE_morphine","ACE_morphine","ACE_morphine","ACE_morphine","ACE_morphine","ACE_morphine","ACE_salineIV_500","ACE_splint","ACE_splint","ACE_splint","ACE_tourniquet","ACE_epinephrine","ACE_epinephrine","ACE_epinephrine"};
linkedItems[] = {"rhsusf_iotv_ucp_Squadleader","rhsusf_ach_helmet_headset_ucp","rhs_googles_yellow","ItemMap","ItemCompass","ItemWatch","ItemRadio","rhsusf_ANPVS_14"};
};
};
};
};
The unit spawns with everything but weapon attachments. I have no idea where to put the attachments classnames ?