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JuggernautOfWar

Using backpacks/rucksacks

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Oh crap, should have mentioned that, sorry. Yes, this refers to the unit, but the unit isn't a backpack. So you should access/address the units backpack using (unitBackpack this) addWeaponCargo etc...

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I do hope they fix the backpack equiping/using action menu it can get really anoying using and especily when in combat where time is important i do not want to spend half an hour looking add the backpack waiting for the option to pop up.

But then again i noticed this with many items :S

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Hihi, I remember a question I had at the beginnings when I got OA:

In a Warfare mission - I started with a Backpack and a Rocketlauncher. Once I bought another rocket launcher - it wasn't possible anymore wearing both items.

I tried to put both, the launcher and the backpack on the floor, taking first the Launcher, than the backpack, and reverse, but I always lost one Item.

Is the Backpack a "launcher" item, that takes the same itemposition? Or am I doing something wrong?

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Is the Backpack a "launcher" item, that takes the same itemposition?

Yep, look at the gear screen. They occupy the same spot.

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Not to my knowledge. Unless you can put the launcher into the backpack. I haven't tried that before. But if you could it wouldn't make a big difference since it would probably take up almost all the spots.

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Hello from BIS developers

- there is no difference between car and ammo crate (both are containers) - so, if configured, you should be able to put bags inside both

- only some large bags, if configured, can carry weapon inside (hand gun takes 5 slots, rifle takes 10)

- not being able to carry launcher or large weapon(m107,m249) is the only con of bags

(if you are able to have both, it's a bug)

- medics (con of being medic) and units from Arma2 (they have bags in model) cannot carry bags

Could you please somehow summarize what would you like to improve about bags?

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Dr Hladik.

If it would be possible, please look in to ACE and their system.

Size, Weight.

Rucksacks.

Stamina..

Those three elements is what i think should be in Vanilla. To put it blunt,

Realism in a simulator is VITAL. And this IS a MilSim game..Yes i added

game since it do atract BF and COD players aswell. But surely ther must

be SOME way to make it possible without scripting. Ive heard you do not

do script soloutions.

But that would imho be the most important thing

exept AI to work on.

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Could you please somehow summarize what would you like to improve about bags?

We need some script functionality to check the contents of a backpack.

Backpack contents must persist across respawn. Losing everything in your backpack each time you die in multiplayer makes them essentially too much trouble to bother with.

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@kylania:

The second is not needed at all, because:

If we could read contents using a script command, we could give it back on respawn. Furthermore we might be able to resync vehicle/ammobox contents for JIP players instead of having contents available in the box that you can't access. Not sure about this one.

Keep in mind that you don't respawn with current or custom loadout in Arma, you respawn according to class definition. Everything else is done using scripts.

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It would be great to be able to strap a single shot AT ( M136 AT4 / RPG18 ) to the larger backpacks ( ALICE / CZ / Coyote. Maybe even the Khaki assault ). Not as inventory items but the launcher object attached to the backpack, with actions on the backpacks themselves to attach or remove the launcher.

I'm trying to do this myself ( still trying to figure out how to add the options to the backpacks ), obviously this would work parallel with the single shot AT addons.

As an afterthought the whole singleshot AT launcher would be great without an addon.

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Ok i figured it out for the BIS Backpacks (It only works with BIS units): this AddBackpack "BackPack Name"; (unitBackpack this) addMagazineCargo ["Ammo Name",4];

Now I'm trying to figure out the ACE2 Backpack Script, I can add the ACE Backpack but I can't put ammo into it. If you guys know how to add ammo into the ACE backpacks please post it.

Hey Mate,

Ace is much simpler. This is also a neat trick for pre-existing units with backpacks. I actually ALWAYS remove the backpack from a unit that has one preexisting and then replace it with an ACE backpack. Otherwise it's too complicated trying to figure out how to add stuff, etc!

It is scarey to think ACE Modders have one way up on DEV :\

Remove backpack:

removebackpack unit

Unit can be the standard This, Player, UnitName, etc

Adding ace backpack:

this addweapon "ACE_Backpack_Name"

There's a bucket load to choose from. For Example you can have a combination of:

ACE_ + CharliePack_ or Rucksack_Molle + Brown, Wood, ACU, WMARPAT, DMARPAT, or even VTAC_RUSH72 for a blackops backpack

Adding ammo, weapons:

[this, "Weaponname", Qty] call ACE_fnc_PackWeapon; 

[this, "Ammoname", Qty] call ACE_fnc_PackMagazine; 

The heavier you are, the quicker you get exhausted - so don't fill up your backpack with 10KG of ammo! Here's an example of some of my loadouts i use:

SD Unit with M4 - blackops

this addWeapon "ACE_VTAC_RUSH72;
[this, "15Rnd_9x19_uspsd", 4] call ACE_fnc_PackMagazine;   
[this, "ACE_epinephrine", 4] call ACE_fnc_PackMagazine;   
[this, "ACE_Bandage", 6] call ACE_fnc_PackMagazine;  
[this, "ACE_Morphine", 6] call ACE_fnc_PackMagazine;  
[this, "ACE_M84", 4] call ACE_fnc_PackMagazine;  
[this, "HandGrenade_west", 4] call ACE_fnc_PackMagazine;  
[this, "SmokeShell", 2] call ACE_fnc_PackMagazine;   
[this, "30Rnd_556x45_Stanag", 5] call ACE_fnc_PackMagazine;  
[this, "ACE_25Rnd_1143x23_B_UMP45", 7] call ACE_fnc_PackMagazine; 
[this, "ACE_UMP45_SD", 1] call ACE_fnc_PackWeapon;

EXPLOSIVES BACKPACK (M4 main weapon)

this addweapon "ACE_Rucksack_MOLLE_DMARPAT";  
[this, "ACE_epinephrine", 2] call ACE_fnc_PackMagazine; 
[this, "ACE_Bandage", 4] call ACE_fnc_PackMagazine;
[this, "ACE_Morphine", 4] call ACE_fnc_PackMagazine;
[this, "30Rnd_556x45_Stanag", 5] call ACE_fnc_PackMagazine;
[this, "ACE_M84", 4] call ACE_fnc_PackMagazine;
[this, "ACE_M86PDM", 6] call ACE_fnc_PackMagazine; 
[this, "HandGrenade", 4] call ACE_fnc_PackMagazine;
[this, "PipeBomb", 2] call ACE_fnc_PackMagazine; 
[this, "ACE_C4_M", 2] call ACE_fnc_PackMagazine;
[this, "ACE_Claymore_M", 2] call ACE_fnc_PackMagazine; 
[this, "ACE_BBetty_M", 2] call ACE_fnc_PackMagazine;

Desert Medic bag

this addweapon "ACE_Rucksack_MOLLE_Brown_Medic";
[this, "ACE_epinephrine", 4] call ACE_fnc_PackMagazine; 
[this, "ACE_Bandage", 4] call ACE_fnc_PackMagazine;
[this, "ACE_Morphine", 4] call ACE_fnc_PackMagazine;
[this, "ACE_ACE_Tourniquet", 2] call ACE_fnc_PackMagazine; 
[this, "ACE_ACE_IV", 2] call ACE_fnc_PackMagazine;
[this, "ACE_ACE_Plasma", 2] call ACE_fnc_PackMagazine;
[this, "ACE_M84", 2] call ACE_fnc_PackMagazine;
[this, "HandGrenade", 2] call ACE_fnc_PackMagazine;
[this, "30Rnd_556x45_Stanag", 5] call ACE_fnc_PackMagazine;

And so on and so forth.

To give you a glimpse of a completely rebuilt unit, her's my Mk17 SD Sniper with silenced USP, smoke and grenade.

removeAllWeapons this; this addMagazine "ACE_Battery_Rangefinder"; this addMagazine "20Rnd_762x51_B_SCAR"; this addMagazine "20Rnd_762x51_B_SCAR"; this addMagazine "20Rnd_762x51_B_SCAR"; 
this addMagazine "20Rnd_762x51_B_SCAR"; this addMagazine "20Rnd_762x51_B_SCAR"; this addMagazine "20Rnd_762x51_B_SCAR"; this addMagazine "20Rnd_762x51_B_SCAR"; this addMagazine "20Rnd_762x51_B_SCAR";
this addMagazine "20Rnd_762x51_B_SCAR"; this addMagazine "HandGrenade_West"; this addMagazine "SmokeShell"; this addMagazine "ACE_Bandage"; this addMagazine "ACE_Morphine"; 
this addMagazine "ACE_Epinephrine"; this addMagazine "ACE_12Rnd_45ACP_USPSD"; this addMagazine "ACE_12Rnd_45ACP_USPSD"; this addMagazine "ACE_12Rnd_45ACP_USPSD"; 
this addMagazine "ACE_12Rnd_45ACP_USPSD"; this addMagazine "ACE_12Rnd_45ACP_USPSD"; this addWeapon "SCAR_H_LNG_Sniper_SD"; this addWeapon "ACE_CharliePack_WMARPAT"; this addWeapon "ACE_USPSD"; 
this addWeapon "NVGoggles"; this addWeapon "Binocular_Vector"; this addWeapon "ItemCompass"; this addWeapon "ItemMap"; this addWeapon "ItemWatch"; this addWeapon "ItemGPS"; 
this addWeapon "ACE_Earplugs"; this addWeapon "ACE_KeyCuffs"; this addWeapon "ACRE_PRC148_ID_2"; 
[this, "ACE_12Rnd_45ACP_USPSD", 4] call ACE_fnc_PackMagazine;   
[this, "ACE_epinephrine", 4] call ACE_fnc_PackMagazine;   
[this, "ACE_Bandage", 6] call ACE_fnc_PackMagazine;  
[this, "ACE_Morphine", 6] call ACE_fnc_PackMagazine;  
[this, "ACE_M84", 4] call ACE_fnc_PackMagazine;  
[this, "HandGrenade_west", 4] call ACE_fnc_PackMagazine;  
[this, "SmokeShell", 2] call ACE_fnc_PackMagazine;   
[this, "30Rnd_556x45_Stanag", 5] call ACE_fnc_PackMagazine;  
[this, "RH_ctar21m", 1] call ACE_fnc_PackWeapon; 
[this, "ACE_20Rnd_762x51_S_SCAR", 4] call ACE_fnc_PackMagazine 

I hope this helps!!

---------- Post added at 07:01 PM ---------- Previous post was at 06:53 PM ----------

I also forgot - here's the list of backpacks for ACE.

http://browser.dev-heaven.net/cfg_weapons/classlist

just type in "Rucks" and it'll bring up the full class names

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Sorry if missed this (searched for a couple of days) I don't seem to be able to "take" a backpack from the ground - only "open" them. Are there only specific backpacks that can be taken? Thanks for any help

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Hope I´m putting this in right thread...

Is it possible to pack a rocket launcher into an ACE backpack in a useable way? I already tried adding it through script with:

[_unit,"ACE_M136_CSRS",1] call ACE_Sys_Ruck_fnc_AddWepToRuck;

Launcher fits in, but it gets stuck inside and won´t go out.

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the ACE backpacks are different to the packs that come with the BAF addons, etc. They don't work the same way, which is why you can also use the "Removebackpack this" to remove the backpack from BAF so it doesn't overlap with the ACE one.

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Does carrying a pack make stamina decrease?

Carrying a backpack will increase your weight, which in turn will decrease your amount of stamina.

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