I'm experiencing a strange effect in a mission I'm nearly finished with using ACE and custom soldier loadouts. Eight man team of spetsnaz (1 TL, 6 Operators, 1 medic) with different loadouts:
loadoutSPTSL.sqf (squad leader)
Spoiler:
show spoiler
waitUntil {!isNull player}; //to prevent MP / JIP issues
_unit = _this select 0;
removeallweapons _unit;
removebackpack _unit;
removeallitems _unit;
[_unit, "ACE_40Rnd_762x39_AP_AK47", 3] call ACE_fnc_PackMagazine;
[_unit, "SmokeShell", 1] call ACE_fnc_PackMagazine;
[_unit, "HandGrenade", 1] call ACE_fnc_PackMagazine;
[_unit, "ACE_Bandage", 2] call ACE_fnc_PackMagazine;
[_unit, "ACE_LargeBandage", 1] call ACE_fnc_PackMagazine;
[_unit, "ACE_Morphine", 1] call ACE_fnc_PackMagazine;
_unit addweapon "ACE_Rucksack_RD90";
_unit addmagazine "ACE_40Rnd_762x39_AP_AK47";
_unit addmagazine "ACE_40Rnd_762x39_AP_AK47";
_unit addmagazine "ACE_40Rnd_762x39_AP_AK47";
_unit addmagazine "ACE_40Rnd_762x39_AP_AK47";
_unit addmagazine "ACE_40Rnd_762x39_AP_AK47";
_unit addmagazine "ACE_40Rnd_762x39_AP_AK47";
_unit addmagazine "ACE_1Rnd_HE_GP25P";
_unit addmagazine "ACE_1Rnd_HE_GP25P";
_unit addmagazine "ACE_1Rnd_HE_GP25P";
_unit addmagazine "ACE_1Rnd_HE_GP25P";
_unit addmagazine "ACE_1Rnd_HE_GP25P";
_unit addmagazine "ACE_1Rnd_HE_GP25P";
_unit addmagazine "1Rnd_SMOKE_GP25";
_unit addmagazine "1Rnd_SMOKE_GP25";
_unit addweapon "ACE_AK103_GL";
_unit addMagazine "PipeBomb";
_unit addMagazine "HandGrenade";
_unit addMagazine "HandGrenade";
_unit addMagazine "SmokeShell";
_unit addmagazine "64Rnd_9x19_SD_Bizon";
_unit addmagazine "64Rnd_9x19_SD_Bizon";
_unit setvariable ["ACE_weapononback","bizon_silenced"];
_unit addweapon "ItemWatch";
_unit addweapon "ItemRadio";
_unit addweapon "ACE_Earplugs";
_unit addweapon "ItemCompass";
_unit addweapon "ACE_Map";
_unit addweapon "NVGoggles";
_unit addweapon "Binocular";
if(true) exitWith{};
loadoutSPTOP.sqf (two grenadiers)
Spoiler:
show spoiler
waitUntil {!isNull player}; //to prevent MP / JIP issues
_unit = _this select 0;
removeallweapons _unit;
removebackpack _unit;
removeallitems _unit;
[_unit, "ACE_40Rnd_762x39_AP_AK47", 4] call ACE_fnc_PackMagazine;
[_unit, "SmokeShell", 1] call ACE_fnc_PackMagazine;
[_unit, "HandGrenade", 1] call ACE_fnc_PackMagazine;
[_unit, "ACE_Bandage", 2] call ACE_fnc_PackMagazine;
[_unit, "ACE_LargeBandage", 1] call ACE_fnc_PackMagazine;
[_unit, "ACE_Morphine", 1] call ACE_fnc_PackMagazine;
_unit addweapon "ACE_Rucksack_RD90";
_unit addmagazine "ACE_40Rnd_762x39_AP_AK47";
_unit addmagazine "ACE_40Rnd_762x39_AP_AK47";
_unit addmagazine "ACE_40Rnd_762x39_AP_AK47";
_unit addmagazine "ACE_40Rnd_762x39_AP_AK47";
_unit addmagazine "ACE_40Rnd_762x39_AP_AK47";
_unit addmagazine "ACE_40Rnd_762x39_AP_AK47";
_unit addmagazine "ACE_1Rnd_HE_GP25P";
_unit addmagazine "ACE_1Rnd_HE_GP25P";
_unit addmagazine "ACE_1Rnd_HE_GP25P";
_unit addmagazine "ACE_1Rnd_HE_GP25P";
_unit addmagazine "ACE_1Rnd_HE_GP25P";
_unit addmagazine "ACE_1Rnd_HE_GP25P";
_unit addmagazine "1Rnd_SMOKE_GP25";
_unit addmagazine "1Rnd_SMOKE_GP25";
_unit addweapon "ACE_AK103_GL";
_unit addMagazine "PipeBomb";
_unit addMagazine "HandGrenade";
_unit addMagazine "HandGrenade";
_unit addMagazine "SmokeShell";
_unit addmagazine "64Rnd_9x19_SD_Bizon";
_unit addmagazine "64Rnd_9x19_SD_Bizon";
_unit setvariable ["ACE_weapononback","bizon_silenced"];
_unit addweapon "ItemWatch";
_unit addweapon "ItemRadio";
_unit addweapon "ACE_Earplugs";
_unit addweapon "ItemCompass";
_unit addweapon "ACE_Map";
_unit addweapon "NVGoggles";
if(true) exitWith{};
loadoutSPTLAT.sqf (one light AT soldier)
Spoiler:
show spoiler
waitUntil {!isNull player}; //to prevent MP / JIP issues
_unit = _this select 0;
removeallweapons _unit;
removebackpack _unit;
removeallitems _unit;
_unit addmagazine "ACE_40Rnd_762x39_AP_AK47";
_unit addmagazine "ACE_40Rnd_762x39_AP_AK47";
_unit addmagazine "ACE_40Rnd_762x39_AP_AK47";
_unit addmagazine "ACE_40Rnd_762x39_AP_AK47";
_unit addmagazine "ACE_40Rnd_762x39_AP_AK47";
_unit addmagazine "ACE_40Rnd_762x39_AP_AK47";
_unit addmagazine "ACE_1Rnd_HE_GP25P";
_unit addmagazine "ACE_1Rnd_HE_GP25P";
_unit addmagazine "ACE_1Rnd_HE_GP25P";
_unit addmagazine "ACE_1Rnd_HE_GP25P";
_unit addweapon "ACE_AK103_GL_1P29";
_unit addmagazine "ACE_RPG29_PG29";
_unit addmagazine "ACE_RPG29_PG29";
_unit addweapon "ACE_RPG29";
_unit addmagazine "SmokeShell";
_unit addmagazine "HandGrenade";
_unit addmagazine "ACE_LargeBandage";
_unit addmagazine "ACE_Bandage";
_unit addmagazine "ACE_Bandage";
_unit addmagazine "ACE_Morphine";
_unit addweapon "ItemWatch";
_unit addweapon "ItemRadio";
_unit addweapon "ACE_Earplugs";
_unit addweapon "ItemCompass";
_unit addweapon "ACE_Map";
_unit addweapon "NVGoggles";
if(true) exitWith{};
loadoutSPTMM.sqf (marksman)
Spoiler:
show spoiler
waitUntil {!isNull player}; //to prevent MP / JIP issues
_unit = _this select 0;
removeallweapons _unit;
removebackpack _unit;
removeallitems _unit;
[_unit, "10Rnd_762x54_SVD", 3] call ACE_fnc_PackMagazine;
[_unit, "SmokeShell", 2] call ACE_fnc_PackMagazine;
[_unit, "HandGrenade", 2] call ACE_fnc_PackMagazine;
[_unit, "ACE_Bandage", 2] call ACE_fnc_PackMagazine;
[_unit, "ACE_LargeBandage", 1] call ACE_fnc_PackMagazine;
[_unit, "ACE_Morphine", 1] call ACE_fnc_PackMagazine;
_unit addweapon "ACE_Rucksack_RD90";
_unit addmagazine "10Rnd_762x54_SVD";
_unit addmagazine "10Rnd_762x54_SVD";
_unit addmagazine "10Rnd_762x54_SVD";
_unit addmagazine "10Rnd_762x54_SVD";
_unit addmagazine "10Rnd_762x54_SVD";
_unit addmagazine "10Rnd_762x54_SVD";
_unit addweapon "SVD_NSPU_EP1";
_unit addMagazine "PipeBomb";
_unit addMagazine "HandGrenade";
_unit addMagazine "HandGrenade";
_unit addMagazine "SmokeShell";
_unit addmagazine "64Rnd_9x19_SD_Bizon";
_unit addmagazine "64Rnd_9x19_SD_Bizon";
_unit setvariable ["ACE_weapononback","bizon_silenced"];
_unit addweapon "ItemWatch";
_unit addweapon "ItemRadio";
_unit addweapon "ACE_Earplugs";
_unit addweapon "ItemCompass";
_unit addweapon "ACE_Map";
_unit addweapon "NVGoggles";
if(true) exitWith{};
loadoutSPTRPK.sqf (2 MGs)
Spoiler:
show spoiler
waitUntil {!isNull player}; //to prevent MP / JIP issues
_unit = _this select 0;
removeallweapons _unit;
removebackpack _unit;
removeallitems _unit;
[_unit, "ACE_75Rnd_762x39_B_AK47", 4] call ACE_fnc_PackMagazine;
[_unit, "SmokeShell", 2] call ACE_fnc_PackMagazine;
[_unit, "HandGrenade", 2] call ACE_fnc_PackMagazine;
[_unit, "ACE_Bandage", 1] call ACE_fnc_PackMagazine;
[_unit, "ACE_LargeBandage", 1] call ACE_fnc_PackMagazine;
_unit addweapon "ACE_Rucksack_RD90";
_unit addmagazine "ACE_75Rnd_762x39_B_AK47";
_unit addmagazine "ACE_75Rnd_762x39_B_AK47";
_unit addmagazine "ACE_75Rnd_762x39_B_AK47";
_unit addmagazine "ACE_75Rnd_762x39_B_AK47";
_unit addmagazine "ACE_75Rnd_762x39_B_AK47";
_unit addmagazine "ACE_75Rnd_762x39_B_AK47";
_unit addmagazine "ACE_75Rnd_762x39_B_AK47";
_unit addmagazine "ACE_75Rnd_762x39_B_AK47";
_unit addweapon "ACE_RPK";
_unit addmagazine "SmokeShell";
_unit addmagazine "SmokeShell";
_unit addmagazine "HandGrenade";
_unit addmagazine "HandGrenade";
_unit addmagazine "ACE_LargeBandage";
_unit addmagazine "ACE_Bandage";
_unit addmagazine "ACE_Bandage";
_unit addmagazine "ACE_Morphine";
_unit addweapon "ItemWatch";
_unit addweapon "ItemRadio";
_unit addweapon "ACE_Earplugs";
_unit addweapon "ItemCompass";
_unit addweapon "ACE_Map";
_unit addweapon "NVGoggles";
if(true) exitWith{};
loadoutSPTMED.sqf (medic)
Spoiler:
show spoiler
waitUntil {!isNull player}; //to prevent MP / JIP issues
_unit = _this select 0;
removeallweapons _unit;
removebackpack _unit;
removeallitems _unit;
[_unit, "ACE_Bandage", 8] call ACE_fnc_PackMagazine;
[_unit, "ACE_LargeBandage", 8] call ACE_fnc_PackMagazine;
[_unit, "ACE_Morphine", 9] call ACE_fnc_PackMagazine;
[_unit, "ACE_Epinephrine", 9] call ACE_fnc_PackMagazine;
[_unit, "ACE_Tourniquet", 3] call ACE_fnc_PackMagazine;
[_unit, "ACE_Medkit", 9] call ACE_fnc_PackMagazine;
_unit addweapon "ACE_Rucksack_EAST_Medic";
_unit addmagazine "ACE_40Rnd_762x39_AP_AK47";
_unit addmagazine "ACE_40Rnd_762x39_AP_AK47";
_unit addmagazine "ACE_40Rnd_762x39_AP_AK47";
_unit addmagazine "ACE_40Rnd_762x39_AP_AK47";
_unit addmagazine "ACE_40Rnd_762x39_AP_AK47";
_unit addmagazine "ACE_40Rnd_762x39_AP_AK47";
_unit addmagazine "ACE_40Rnd_762x39_AP_AK47";
_unit addmagazine "ACE_40Rnd_762x39_AP_AK47";
_unit addmagazine "ACE_1Rnd_HE_GP25P";
_unit addmagazine "ACE_1Rnd_HE_GP25P";
_unit addmagazine "ACE_1Rnd_HE_GP25P";
_unit addmagazine "ACE_1Rnd_HE_GP25P";
_unit addmagazine "ACE_1Rnd_HE_GP25P";
_unit addmagazine "ACE_1Rnd_HE_GP25P";
_unit addmagazine "1Rnd_SMOKE_GP25";
_unit addmagazine "1Rnd_SMOKE_GP25";
_unit addweapon "ACE_AK103_GL";
_unit addMagazine "SmokeShell";
_unit addMagazine "SmokeShell";
_unit addMagazine "HandGrenade";
_unit addMagazine "HandGrenade";
_unit addweapon "ItemWatch";
_unit addweapon "ItemRadio";
_unit addweapon "ACE_Earplugs";
_unit addweapon "ItemCompass";
_unit addweapon "ACE_Map";
_unit addweapon "NVGoggles";
_unit addweapon "ACE_MX2A";
if(true) exitWith{};
As you can see, the medic has the medic rucksack, and everyone else except the AT soldier has the RD-90. The medic's bag is loaded nearly full of medical supplies, everyone else has a modicum of medical supplies (couple bandages and a morphine).
When I host this as a LAN or an internet and play with a buddy, the gear in the Briefing is correct; every soldiers gear and ruck contents are what those loadout files specified.
However, once the session initializes everyone has all the stuff that was supposed to be in their ruck (rpg gunners with extra 75Rnd RPG can, etc.) PLUS most or all the same medical gear as the medic.
I remember seeing this when playing Patrol Ops too. Appreciate any advice on a fix.