Jump to content

Search the Community

Showing results for tags 'loadout'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • BOHEMIA INTERACTIVE
    • BOHEMIA INTERACTIVE - NEWS
    • BOHEMIA INTERACTIVE - JOBS
    • BOHEMIA INTERACTIVE - GENERAL
  • FEATURED GAMES
    • ARMA 3
    • DAYZ
    • TAKE ON MARS
    • ARMA 2
    • ARGO
    • YLANDS
  • MOBILE GAMES
    • ARMA MOBILE OPS
    • MINIDAYZ
    • ARMA TACTICS
    • ARMA 2 FIRING RANGE
  • BI MILITARY GAMES FORUMS
  • BOHEMIA INCUBATOR
  • OTHER BOHEMIA GAMES
    • TAKE ON HELICOPTERS
    • CARRIER COMMAND: GAEA MISSION
    • ARMA: ARMED ASSAULT / COMBAT OPERATIONS
    • ARMA: COLD WAR ASSAULT / OPERATION FLASHPOINT
    • IRON FRONT: LIBERATION 1944
    • BACK CATALOGUE
  • OFFTOPIC
    • OFFTOPIC
  • ArmA Toolmakers's Releases
  • ArmA Toolmakers's General
  • Die Hard OFP Lovers' Club's Topics
  • Japan in Arma's Topics

XBOX Live


PlayStation PSN


Origin


PlayFire


SoundCloud


Pinterest


Reddit


Twitch.Tv


Ustream.Tv


Duxter


Instagram


Location


Interests


Interests


Occupation

Found 28 results

  1. GOM_fnc_aircraftLoadout V1.34 by Grumpy Old Man Features: Change serial (tail) number on compatible aircraft (currently supported: Gryphon, Shikra and Black Wasp) Change pylon priority (makes multiple pylons act as a single weapon if they have the same priority) Works with all addon aircrafts with properly configured pylons Preset function to save presets and load them, mission/server independent deleting a preset works only when holding down CTRL to prevent mishaps Option to set pylon ownership to either gunner or pilot, also works with presets Change the livery of the aircraft if it's configured for one Allows certain players to modify aircraft loadouts, as well as rearm the pylons and repair/refuel the aircraft Can be restricted to work only if fuel/ammo/repair sources are within 50m of the object holding the menu You can simultaneously only refuel as many aircraft as you have fuel sources Can sort for compatible weapons or allow to mount all weapons on all pylons Ability to set reporting, receiving of remote targets and own position One click to clear all pylons if you changed your mind Can be operated by a lone pilot or a designated logistics crew Multiple players can install multiple pylons on the same plane, one pylon at a time Pylon installation will take some time, depending on mag size (twin cannons or gatlings will install faster than a 12 missile dagr pod) Rearming with engines on How to use this script: Unpack the downloaded .rar and check out the demo mission. Copy the file structure besides init.sqf and mission.sqm into your own mission. Don't forget to back up before overwriting any files! Functions for mission makers: List of commands used by remoteExec (changed in 1.33): Read: The addAction on objects will only show up if the players weapon is lowered. Make sure you have aircraft placed that are dynamic loadout compatible (especially for missions made pre 1.70!). The script now by default needs to have at least one ammo source, repair source or fuel source within 50m of the object that is holding the loadout menu. The respective options will be greyed out otherwise. This can be changed however. Simply adjust the variables in the of GOM_fnc_aircraftLoadoutParameters.sqf to your liking, the comments tell you what each variable does. (!) Check out the included mission file on how to add this menu to objects, players or triggers, dedicated server and local hosted server compatible. Aircraft Loadout V1.34 Download Armaholic V1.34 Download Known issues: If you encounter any errors please send me a PM containing details (screenshots,.rpt,error messages etc). If you encounter vehicle resources not working with ACE3 check out the functions for mission makers section above. Changelog: V1.34 Fixed: Proper removal of weapons if not used by other pylons Previous changes: Enjoy
  2. What I'm trying to do is show current load out/gear information like guns/equipment ect though dialogs on respawn, so people can make a informed choice. I already have a system in place but I feel there is a better way that's cleaner or more modular or a way to refine it? Would be cool if you could customise from a pool of items and each of those items has a value attached to them to balance them out. I think that's out of my reach, but if you have something I could look at to learn, that is very appreciated. Any ideas? I'm all ears. These are all listboxes and the items change based on the class selection, also when you click the uniform/vest/backpack the Capacity value ect will show. Thanks.
  3. Sorry, Wrong Forum

    Sorry, Wrong Forum
  4. the "load" button is grayed out on most loadouts. even just recently created loadouts. anyone have any insight?
  5. Hello everyone! Lets suppose that I am making a mission in Eden Editor. How do I make a person have something like a HE grenade by going into his loadout? How do I customize how much smoke grenades he as, etc. Thanks!
  6. I'm trying to implement the new loadout system to an aircraft with undercarriage bay (the ArmA 2 F35B actually) but I can't find enough info about that (the bays setup in order to work when some weapons will be chosen) except what is written on WiKi (which is not helpful at all). Is anyone familiar with this matter ? I need to know if there is any specific points or parts inside the model which has be named and somehow stated into config ... generally I'm blind on this matter so far but before trying to add this future the aircraft bay was working fine on given condition. Any help will be much appreciated.
  7. respawn loadouts module

    Dabbling with the respawn loadout module. Dropped it in while playing mission, selected some of my loadouts, asked my guinea pigs to respawn and see if the loadouts I shared were available and they were. After selecting one of the kits I shared, when they respawned they just had some random kit. It's worth noting that we are using mods such as ACE and RHS. Is there something else I have to add to the mission structure to allow the loadouts to actually transfer (aside from the name of my shared loadouts being available in their list)? Running on rented dedicated server. Zeus Respawn Loadouts Saved loadout can be given to players as respawn loadouts by Zeus. Works only in scenarios with MenuInventory (CHECK) respawn template enabled. Save your loadout CHECK Play a scenario as Zeus CHECK Place Modules > Respawn > Loadouts CHECK Select side tab CHECK Expand Arsenal category CHECK Select the saved loadout. CHECK After confirming, players of the given side will be able to respawn with your loadout. NOPE!
  8. Loadouts in patrol

    Why is it sometimes I can use my own weapon loadouts in patrol but most of the time, it will not list it, and I am forced to use what the game has picked for me? And even if I do get my own loadout, 50% of the time, if I respawn, my loadout options are removed and Im forced to the 1 weapon the game picked for me. Is this a bug or by design? The following I do think is a bug: At the map respawn screen, there has been a few times that I can pick from my own loadout, but it is not shown in the list. I can select a invisible item (in the location where it would be listed at), click details and there is nothing displayed (no weapons, no attachments, etc) but then when I spawn, I will have one of my own loadouts.
  9. Hey guys, I am currently working on a mission where I want to use the respawn menu from the MenuPosition template in Description.ext. It works basically but when I add coustom respawn positions they are displayed with a generic name created automatically by the game, e.g.: "near Lavalle". The main issue I have is that I want to label a ModuleRespwnPosition_F with a coustom name like "HQ" but it displays two spawn locations in the menu. One is the spawn with my coustom name and another duplicated one with the generic description, mentioned above. Unfortuneatly creating a classic map marker with respawn_west is not solving the problem either. Do you know what happens here? I couldnt find any help how to turn those generic respawn names off. Thank you! Description.ext: respawn = "BASE"; respawnDelay = 3; respawnButton = 1; respawnOnStart = 1; respawnDialog = 0; respawnTemplates[] = {"MenuPosition","Wave"}; disabledAI = 1; showSquadRadar = 1; joinUnassigned = 0; disableChannels[] = {0,2,4,3};
  10. Hey (: I've made a TDM Map and set it include respawns 6vs6. but when i change the loadout inside the virtual arsenal and save as, i got an problem. the first time the soldier (for example a sniper) spawns, i got the choosen loadout. but everytime after the first spawn when the soldier spwawns, he gets the standard loadout from the soldier i had changed. for example. i take a marksman with MK14 and give him an CMR and silencer in team blue. but when he dies, and spawns a second time, he got his MK 14 again. how can i edit this to become the custom loadout also on every spawn?
  11. Ok so for my missions I want all my unit members to be able to select premade loadout that I made depending on the role they want to play, I cant figure out how to do it. My idea was: There is the scroll menu (the different options that you have for actions in the scroll menu ), and somehow in the attributes of an ammo box there would be a script containing custom loadouts that I premade, and when someone would to check the different options of the ammo box there with the scroll menu there would be different roles that contain different loadouts. If any body could help me that we be amazing, if you didn't understand my question let me know ill try to be more understandable.
  12. Is there a way to customize default loadouts or enabeling peronal loadouts when you host private match? The thing is that I want to play 1v1 or simply test weapons and tactics with my friends, but when I host new private match we can only use default loadouts with starting weapons. It would be great if I could just allow personal loadouts, so that we can play privately with weapons that we unlocked.
  13. is there a function for calling and setting players loudout ? for example something like this player setArsenal ["axonArsenal"];
  14. Hello chaps I'm not really good in scripting. I just started to create custom missions in Arma 3 so I need your little help. What I'm trying to do is to save the exact loadout on unit after death and respawn with same gear. can somebody tell me how to do that?
  15. So your typical Arma3 tank, apc has some predefined stuff in it for infantry. A couple of rifles, some ammo, smoke grenades etc. You can customize it. What you want in cargo depends on your mission and I realize this is the case in real life, so there is no ultimate cargo or maybe even typical cargo. I am still curious though, about what real missions take on in their vehicles. There are probably some guidelines, even if its only the financial cost of extra things you want to take, or the physical capacity or weight and size that play a role. - For instance, in many Arma missions, there are some spare rifles stowed in vehicles. Is this realistic? Is this standard? are rifles considered cheap or expensive? - I usually chuck some extra ammo and grenades in the vehicles if the mission allows that. How is that in real missions? Is it normal to have 20 extra mags on a patrol vehicle? or a 100? Are grenades important to have lots of extras? What kind of formula's are used to calculate vehicle cargo supplies? Who decides? If you have a squad on a vehicle, would you want to double the load they have on their bodies with the cargo? multiply it by a factor of days on mission and expected ammo use? Does anyone ever take a bow and arrow on a mission in the cargo? (this is the most important question) I know that real-life military personnel regularly enlightens the Arma community on issues of realism, so I would be very happy if some could give pointers to take into account for creating Arma missions, or even just an interesting comparison between the game and RL.
  16. Hey all, In the last update (1.60) that introduced some new respawn menu features, I have my own respawn loadout role defined. However, there seems to be a default "rifleman" role that's always there which I can't figure out how to get rid of. The wiki states: "Mission designer can use roles already created in the game config, or custom roles can be defined in description.ext file." https://community.bistudio.com/wiki/Arma_3_Respawn:_New_Respawn_Screen But it does not describe how to use only custom and not pre-existing roles. Image below: My custom role that I want is "Insurgents". The role that won't go away is "rifleman" Thanks for any help.
  17. Gruppe Adler Script Modules This is a list of modules that we built for various missions. All of them multiplayer and JIP proof. All of them easy to implement into your mission. Download and insert them manually, or use npm. More information on each module as well as installation, configuration and dependencies can be found on github. Most require CBA and ACE. grad-loadout - class based, reliable loadout system grad-leaveNotes - write notes on paper, pass them to other players, place them on the ground, compare handwriting grad-makeFire - build fires (if trees are near), add more wood to make it bigger, add leaves to make it smoke grad-listbuymenu - class based buy menu, very versatile, categories, pictures, descriptions, buy-permissions grad-moneymenu - money framework, can be used in conjunction with listbuymenu or standalone, give money to players, take money from (dead/captured) players, store money in containers, bank accounts grad-scoreboard - a dynamic scoreboard, displays what you give it, (does not save statistics for you) ------------------------------------------------------------------------------------------ GRAD Loadout GRAD Loadout is a class based loadout system that applies loadouts on missionstart based on unit type. Works on AI as well as players. Organizing loadouts in classes makes it very manageable and easy to read. Most importantly though, it means you can use inheritance. A medic can inherit his loadout from a rifleman and add a backpack full of medical equipment. Check out these loadouts for US Army soldiers with OCP camo as an example. class USOCP { class AllUnits { uniform = "rhs_uniform_cu_ocp"; vest = "rhsusf_iotv_ocp_Rifleman"; headgear = "rhsusf_ach_helmet_ocp"; primaryWeapon = "rhs_weap_m4a1_blockII_bk"; }; class Type { //Rifleman class Soldier_F { addItemsToUniform[] = { "ACE_MapTools", "ACE_EarPlugs" }; addItemsToVest[] = { LIST_2("HandGrenade"), LIST_8("30Rnd_556x45_Stanag") }; }; //Asst. Autorifleman class soldier_AAR_F: Soldier_F { backpack = "rhsusf_assault_eagleaiii_ocp"; addItemsToBackpack[] = { LIST_2("rhs_200rnd_556x45_M_SAW"), "rhsusf_100Rnd_556x45_M200_soft_pouch" }; }; }; }; ------------------------------------------------------------------------------------------ GRAD Leave Notes GRAD Leave Notes allows players to write messages on a notepad. Notes can then be placed on the ground, passed to other players or stored in (virtual) inventory. Notes that you found on the ground can be inspected for their handwriting. Every handwriting is represented by a font as well as a modifier+adjective combo. For example, on inspection a note's handwriting might show up as "very elegant". Now if you find another note with "very elegant" handwriting, you know that it was likely written by the same person. Number of notes that a players can write, or if a player can write note at all can be configured in mission config and with script commands. ------------------------------------------------------------------------------------------ GRAD Make Fire GRAD Make Fire allows players to build fires if there are trees nearby. More wood can be added once, making the fire bigger. Leaves can be added twice making the fire smoke. Fires will burn out after a certain time (configurable). An extinguished or burned out fire can be inspected, giving you information about the time since it went out (e.g. "The embers are still slightly glimming."). We are using this module in a TvT mission in which a downed pilot is to be rescued/captured by two opposing teams. The pilot can build these fires as a way to signal his position. ------------------------------------------------------------------------------------------ GRAD List Buymenu GRAD List Buymenu is a fully configurable buy menu supporting inventory items, weapons, vehicles, units or even your own script code. All of these can be given prices, categories, item stocks, descriptions and preview pictures. Multiple sets of buyables can be configured, giving you the possibility to buy different items at different locations. Inventory items will be either placed directly into the buyer's inventory, into the trader's cargo space or on the ground. Vehicles will be spawned at a suitable location nearby. Optionally you can set permissions on items, allowing you to control who can buy what. Here it is in action in an early version of an upcoming mission. Note that I have yet to configure the description of some of these items in the mission. GRAD List Buymenu also has the ability to track what users buy. Even across multiple missions. Admins can then use a chat command to view the statistics: An example of a config for this menu can be found here. class Items { displayName = "Items"; kindOf = "Items"; class ACE_fieldDressing { displayName = "Bandages (x10)"; description = "10 simple bandages in sterile packaging."; amount = 10; price = 100; stock = 40; }; }; class Vehicles { permissionLevel = 3; displayName = "Vehicles"; kindOf = "Vehicles"; spawnEmpty = 1; class rhsusf_m998_w_s_4dr_fulltop { condition = "uo_missionParam_ISWOODLAND"; displayName = "Commandvehicle"; description = "Functions as a backup respawn and buymenu access position."; price = 10000; stock = 1; code = "[_this select 2] call uo_fnc_setCommandVehicle;"; }; }; ------------------------------------------------------------------------------------------ GRAD Money Menu GRAD Money Menu can be used supplementary to GRAD List Buymenu, or as a standalone money system. It allows you to give money to players, take money from captive, surrendered, or dead players and store money in containers. Storage containers can have an owner or be accessible by everyone. Deposit and withdraw money at an ATM and do bank transfers to other players. Check your account at an ATM and see your latest receipts. Lots of pictures in the readme on github. ------------------------------------------------------------------------------------------ GRAD Scoreboard GRAD Scoreboard will take an array of statistics and display them for your in a nice and tidy dialog. It supports any number of columns and rows and will automatically adjust its size as well as the width of each column accordingly. It will try to find the local players name and highlight it. Below the actual scoreboard, you can optionally display a second dialog for additional statistics. Here it is with some fake statistics. Note that the winrates are unrounded. Rounding has to be done before feeding the array.
  18. Hi all, I'm new to the forums but I have been playing for a while now, with a special interest in the Cold War era. I came here hoping for some assistance on a question that has been bothering me. I have something of my own personal headcanon for the events of the Armaverse, and I wanted to start making missions that take place during the Cold War. The timeline I've worked up involves a conflict between the US Army's 193rd Infantry Brigade and the Soviet 2nd Guards Motor Rifles in the year 1988. Now, I know that the M16A2 was phased into US Army service in 1985-6, but I was wondering about the feasibility of equipping my US Army infantry assets with M16A1s. I have the RH M16 pack with its well-textured and modeled M16A2s, but I recently downloaded Unsung to see the variety of Cold War assets I could translate into the 1980s setting. The M16A1 model they have is quite exquisite, and the selection of Cold War vehicles, aircraft in particular, is also very interesting. I wanted to know see if I could get some input as to what model of M16 I should use, because I can't decide. For anyone who takes the time to read this and comment, thank you very much in advance!
  19. QS_fnc_clientVAS2VA = { /* File: fn_clientVAS2VA.sqf Author: Quiksilver Last modified: 22/12/2015 ArmA 1.54 by Quiksilver Description: Transfer loadouts from Virtual Ammobox System to Virtual Arsenal ________________________________________________________________*/ if (isDedicated) exitWith {}; if (!isNil {profileNamespace getVariable 'QS_VAStoArsenal'}) exitWith {}; profileNamespace setVariable ['QS_VAStoArsenal',TRUE]; saveProfileNamespace; private [ '_index','_vasLoadout','_vasLoadout_title','_vasLoadout_primary','_vasLoadout_launcher','_vasLoadout_handgun','_vasLoadout_magazines', '_vasLoadout_uniform','_vasLoadout_vest','_vasLoadout_backpack','_vasLoadout_items','_vasLoadout_primItems','_vasLoadout_secItems', '_vasLoadout_handgunItems','_vasLoadout_uItems','_vasLoadout_vItems','_vasLoadout_bItems','_headgearTypes','_headgear','_gogglesTypes', '_binocularTypes','_binocular','_export','_data','_newName','_namespace' ]; _index = 0; _headgear = ''; _goggles = ''; _binocularTypes = ['Rangefinder','Binocular','Laserdesignator','Laserdesignator_02','Laserdesignator_03']; _binocular = ''; _namespace = profileNamespace; for '_x' from 0 to 24 step 1 do { _vasLoadout = profileNamespace getVariable [format ['vas_gear_new_%1',_index],[]]; if (!(_vasLoadout isEqualTo [])) then { _vasLoadout params [ '_vasLoadout_title', '_vasLoadout_primary', '_vasLoadout_launcher', '_vasLoadout_handgun', '_vasLoadout_magazines', '_vasLoadout_uniform', '_vasLoadout_vest', '_vasLoadout_backpack', '_vasLoadout_items', '_vasLoadout_primItems', '_vasLoadout_secItems', '_vasLoadout_handgunItems', '_vasLoadout_uItems', '_vasLoadout_vItems', '_vasLoadout_bItems' ]; { if (['H_',_x,FALSE] call (missionNamespace getVariable 'BIS_fnc_inString')) then { _headgear = _x; }; if (_x in _binocularTypes) then { _binocular = _x; }; } forEach _vasLoadout_items; _export = []; _export = [ [_vasLoadout_uniform,_vasLoadout_uItems], [_vasLoadout_vest,_vasLoadout_vItems], [_vasLoadout_backpack,_vasLoadout_bItems], _headgear, _goggles, _binocular, [_vasLoadout_primary,_vasLoadout_primItems,((getArray (configFile >> 'CfgWeapons' >> _vasLoadout_primary >> 'magazines')) select 0)], [_vasLoadout_launcher,_vasLoadout_secItems,((getArray (configFile >> 'CfgWeapons' >> _vasLoadout_launcher >> 'magazines')) select 0)], [_vasLoadout_handgun,_vasLoadout_handgunItems,((getArray (configFile >> 'CfgWeapons' >> _vasLoadout_handgun >> 'magazines')) select 0)], ['ItemMap','ItemCompass','ItemWatch','ItemRadio','ItemGPS'], [(face player),'',''] ]; _newName = format ['%1 (Imported %2)',_vasLoadout_title,_index]; _data = _namespace getVariable ['bis_fnc_saveInventory_data',[]]; _nameID = _data find _newName; if (_nameID < 0) then { _nameID = count _data; _data set [_nameID,_newName]; }; _data set [_nameID + 1,_export]; _namespace setVariable ['bis_fnc_saveInventory_data',_data]; saveProfileNamespace; }; _index = _index + 1; uiSleep 0.1; }; }; Compile(final) that function with the CfgFunctions library (or whatever compiler you use) and call it in player init (such as initPlayerLocal.sqf or init.sqf). Will run only once per profile. I'm not sure if BI changed the ordering of their Virtual Arsenal inventory loadouts regarding magazines, that could be an issue, someone would have to doublecheck how Arsenal saves/loads inventory, as this function may predate those changes. There also may be a new Laser Designator or Rangefinder class with Apex, if anyone knows the new ones, I'll update the post with it. Use like this: comment "Insert the below line into initPlayerLocal.sqf or init.sqf or wherever your client files initialize from"; call QS_fnc_clientVAS2VA;
  20. Hi AmrA 3 community. I am pretty new to this stuff and have to apologize in advance if I post this in the wrong place. I am trying to create a mission for my friends. I have completely fallen in love with mods, but as it seems these might cause somewhat of a problem for me. This is what I am trying to accomplish: 5 units from the Norwegian Units mod with customized loadout. ---------------- My first problem is that even though I configure something like this in the backpacks, going out of loadout editor and back in just completely changes everything: 5 x 5.56 ammo 10 tourniquet (ACE3) 5 Packing Bandages (ACE3) This gets changed to not new items, but more of the already chosen ones until it is full: 16 x 5.56 ammo 20 tourniquet (ACE3) 18 Packing Bandages (ACE3) This problem I was able to fix by saving a loadout with the Norwegian Units items I wanted, then loadout to a normal NATO unit. My unit is no longer a Norwegian Unit, but this doesn't really matter to me as I have the same gear. ---------------- My second and unresolved problem though is that random items seems to appear in my loadout even though it doesn't appear in loadout editor. If I remove all items in uniform, vest and backpack (loadout editor) this is what is left: Uniform2 x Rangefinder 10 x Basic Bandage (ACE3) 10 x Tourniquet (ACE3) 5 x Morphine (ACE3) Vest1 x Rangefinder Backpack1 x Rangefinder 6 x Morphine The uniform is full even though no items is added in loadout editor. How is it possible to remove these items? I have tried this in the units init: this removeItemFromUniform "Rangefinder"; this removeItemFromUniform "ACE_fieldDressing"; this removeItemFromUniform "ACE_tourniquet"; this removeItemFromUniform "ACE_morphine"; This leaves me with this in the uniform: 22x Basic Bandage 16 x Morphine So I'm back to square. The rangefinder and tourniquet dissapeared, but ArmA somehow just added more of the other items to still utilize 100% of the space in my uniform. ---------------- I am literally pulling my hair. How can I get rid of this issue. Please please someone help me out. I'm frustrated out of my mind. I am aware there is something called random "optional no randomisitation" in the "Norwegian Units" mod folder, however this doesn't fix my problem These are the mods I am using https://dl.dropboxusercontent.com/u/28809866/mods.html
  21. I'm looking for comments, what you all think, I know maybe a little overkill with removing items,ammo,uniform and what not, but it's part of my chasing down the bis bug warning (that i know is a waste f my time), but it's my OCD So don't hate me. TAG_FNC_Rifleman = { params ["_player"]; _player = player; removeAllWeapons _player; removeAllAssignedItems _player; removeAllItemsWithMagazines _player; removeHeadgear _player; removeGoggles _player; removeAllContainers _player; {_player removeitem _x} forEach items _player; { _player removeMagazineGlobal _x; } forEach magazines _player; { _player linkItem _x; } forEach ["ItemGPS", "ItemWatch", "ItemRadio", "ItemMap", "ItemCompass"]; removeUniform _player; _player forceAddUniform (["U_B_CTRG_1","U_B_CTRG_2","U_B_CTRG_3"] call BIS_fnc_selectRandom); _player addVest (["V_Chestrig_khk", "V_Chestrig_rgr", "V_Chestrig_oli", "V_TacVest_camo", "V_TacVest_khk", "V_TacVest_oli"] call BIS_fnc_selectRandom); _player addHeadgear (["H_HelmetSpecB_blk" ,"H_HelmetB_plain_mcamo"] call BIS_fnc_selectRandom); _player addGoggles "G_Balaclava_combat"; clearAllItemsFromBackpack _player; removeBackpack _player; _player addBackpack (["B_AssaultPack_blk", "B_TacticalPack_mcamo", "B_OutdoorPack_tan","B_Kitbag_cbr"] call BIS_fnc_selectRandom); (uniformContainer _player) addItemCargoGlobal ["FirstAidKit", 2]; (vestContainer _player) addMagazineCargoGlobal ["HandGrenade", (3 + floor random 2)]; (vestContainer _player) addMagazineCargoGlobal ["Chemlight_blue", (2 + floor random 2)]; (unitBackpack _player) addMagazineCargoGlobal ["MiniGrenade", (3 + floor random 2)]; (unitBackpack _player) addMagazineCargoGlobal ["SmokeShell", (3 + floor random 2)]; (unitBackpack _player) addMagazineCargoGlobal ["30Rnd_556x45_Stanag_Tracer_Green", (7 + floor random 3)]; _player addWeapon (["arifle_TRG21_F", "arifle_TRG20_F", "arifle_Mk20_plain_F", "arifle_Mk20_F", "arifle_Mk20C_F", "arifle_Mk20C_plain_F"] call BIS_fnc_selectRandom); _player addPrimaryWeaponItem "acc_flashlight"; [_player] call loadChange; }; TAG_FNC_Grenadier = { params ["_player"]; _player = player; removeAllWeapons _player; removeAllAssignedItems _player; removeAllItemsWithMagazines _player; removeHeadgear _player; removeGoggles _player; removeAllContainers _player; {_player removeitem _x} forEach items _player; { _player removeMagazineGlobal _x; } forEach magazines _player; { _player linkItem _x; } forEach ["ItemGPS", "ItemWatch", "ItemRadio", "ItemMap", "ItemCompass"]; removeUniform _player; _player forceAddUniform (["U_B_CTRG_1","U_B_CTRG_2","U_B_CTRG_3"] call BIS_fnc_selectRandom); _player addVest (["V_PlateCarrierGL_blk", "V_PlateCarrierGL_mtp", "V_PlateCarrierIAGL_oli"] call BIS_fnc_selectRandom); _player addHeadgear (["H_HelmetSpecB_blk" ,"H_HelmetB_plain_mcamo"] call BIS_fnc_selectRandom); _player addGoggles "G_Shades_Red"; clearAllItemsFromBackpack _player; removeBackpack _player; _player addBackpack (["B_Carryall_ocamo_Exp","B_Carryall_cbr", "B_Carryall_mcamo"] call BIS_fnc_selectRandom); (uniformContainer _player) addItemCargoGlobal ["FirstAidKit", 2]; (vestContainer _player) addMagazineCargoGlobal ["HandGrenade", (3 + floor random 2)]; (vestContainer _player) addMagazineCargoGlobal ["Chemlight_blue", (2 + floor random 2)]; (unitBackpack _player) addMagazineCargoGlobal ["SmokeShell", (3 + floor random 2)]; (unitBackpack _player) addMagazineCargoGlobal ["1Rnd_HE_Grenade_shell", (5 + floor random 3)]; (unitBackpack _player) addMagazineCargoGlobal ["30Rnd_556x45_Stanag_Tracer_Green", (7 + floor random 3)]; _player addWeapon "arifle_TRG21_GL_F"; _player addPrimaryWeaponItem "optic_Hamr"; _player addPrimaryWeaponItem "acc_flashlight"; [_player] call loadChange; }; TAG_FNC_Engineer = { params ["_player"]; _player = player; removeAllWeapons _player; removeAllAssignedItems _player; removeAllItemsWithMagazines _player; removeHeadgear _player; removeGoggles _player; removeAllContainers _player; {_player removeitem _x} forEach items _player; { _player removeMagazineGlobal _x; } forEach magazines _player; { _player linkItem _x; } forEach ["ItemGPS", "ItemWatch", "ItemRadio", "ItemMap", "ItemCompass"]; removeUniform _player; _player forceAddUniform (["U_B_CTRG_1","U_B_CTRG_2","U_B_CTRG_3"] call BIS_fnc_selectRandom); _player addVest (["V_Chestrig_khk", "V_Chestrig_rgr", "V_Chestrig_oli", "V_TacVest_camo", "V_TacVest_khk", "V_TacVest_oli"] call BIS_fnc_selectRandom); _player addHeadgear (["H_HelmetSpecB_blk" ,"H_HelmetB_plain_mcamo"] call BIS_fnc_selectRandom); _player addGoggles "G_Bandanna_beast"; clearAllItemsFromBackpack _player; removeBackpack _player; _player addBackpack (["B_Carryall_ocamo_Exp","B_Carryall_cbr", "B_Carryall_mcamo"] call BIS_fnc_selectRandom); (uniformContainer _player) addItemCargoGlobal ["FirstAidKit", 2]; (vestContainer _player) addMagazineCargoGlobal ["HandGrenade", (3 + floor random 2)]; (vestContainer _player) addMagazineCargoGlobal ["Chemlight_blue", (2 + floor random 2)]; (unitBackpack _player) addMagazineCargoGlobal ["MiniGrenade", (3 + floor random 2)]; (unitBackpack _player) addMagazineCargoGlobal ["SmokeShell", (3 + floor random 2)]; (unitBackpack _player) addMagazineCargoGlobal ["30Rnd_9x21_Red_Mag", (7 + floor random 3)]; (unitBackpack _player) addMagazineCargoGlobal ["11Rnd_45ACP_Mag", (4 + floor random 2)]; (unitBackpack _player) addMagazineCargoGlobal ["APERSTripMine_Wire_Mag", 1]; (unitBackpack _player) addMagazineCargoGlobal ["SLAMDirectionalMine_Wire_Mag", 1]; (unitBackpack _player) addItemCargoGlobal ["FirstAidKit", 1]; (unitBackpack _player) addMagazineCargoGlobal ["16Rnd_9x21_Mag", 3]; _player addWeapon "hgun_PDW2000_F"; _player addPrimaryWeaponItem "muzzle_snds_L"; _player addPrimaryWeaponItem "optic_Hamr"; _player addPrimaryWeaponItem "acc_flashlight"; _player addWeapon "hgun_Pistol_heavy_01_F"; _player addHandgunItem "muzzle_snds_acp"; _player addHandgunItem "optic_MRD"; _player addWeapon "rangefinder"; [_player] call loadChange; }; TAG_FNC_AutoRifleman = { params ["_player"]; _player = player; removeAllWeapons _player; removeAllAssignedItems _player; removeAllItemsWithMagazines _player; removeHeadgear _player; removeGoggles _player; removeAllContainers _player; {_player removeitem _x} forEach items _player; { _player removeMagazineGlobal _x; } forEach magazines _player; { _player linkItem _x; } forEach ["ItemGPS", "ItemWatch", "ItemRadio", "ItemMap", "ItemCompass"]; removeUniform _player; _player forceAddUniform (["U_B_CTRG_1","U_B_CTRG_2","U_B_CTRG_3"] call BIS_fnc_selectRandom); _player addVest (["V_Chestrig_khk", "V_Chestrig_rgr", "V_Chestrig_oli", "V_TacVest_camo", "V_TacVest_khk", "V_TacVest_oli"] call BIS_fnc_selectRandom); _player addHeadgear (["H_HelmetSpecB_blk" ,"H_HelmetB_plain_mcamo"] call BIS_fnc_selectRandom); _player addGoggles "G_Sport_Blackyellow"; clearAllItemsFromBackpack _player; removeBackpack _player; _player addBackpack (["B_Carryall_ocamo_Exp","B_Carryall_cbr", "B_Carryall_mcamo"] call BIS_fnc_selectRandom); (uniformContainer _player) addItemCargoGlobal ["FirstAidKit", 2]; (vestContainer _player) addMagazineCargoGlobal ["SmokeShell", (3 + floor random 2)]; (vestContainer _player) addMagazineCargoGlobal ["Chemlight_blue", (2 + floor random 2)]; (unitBackpack _player) addMagazineCargoGlobal ["200Rnd_65x39_cased_Box_Tracer", (4 + floor random 2)]; (unitBackpack _player) addMagazineCargoGlobal ["HandGrenade", (3 + floor random 2)]; (unitBackpack _player) addMagazineCargoGlobal ["MiniGrenade", (3 + floor random 2)]; _player addWeapon "LMG_Mk200_F"; _player addPrimaryWeaponItem "acc_flashlight"; [_player] call loadChange; }; TAG_FNC_AT_Light = { params ["_player"]; _player = player; removeAllWeapons _player; removeAllAssignedItems _player; removeAllItemsWithMagazines _player; removeHeadgear _player; removeGoggles _player; removeAllContainers _player; {_player removeitem _x} forEach items _player; { _player removeMagazineGlobal _x; } forEach magazines _player; { _player linkItem _x; } forEach ["ItemGPS", "ItemWatch", "ItemRadio", "ItemMap", "ItemCompass"]; removeUniform _player; _player forceAddUniform (["U_B_CTRG_1","U_B_CTRG_2","U_B_CTRG_3"] call BIS_fnc_selectRandom); _player addVest (["V_Chestrig_khk", "V_Chestrig_rgr", "V_Chestrig_oli", "V_TacVest_camo", "V_TacVest_khk", "V_TacVest_oli"] call BIS_fnc_selectRandom); _player addHeadgear (["H_HelmetSpecB_blk" ,"H_HelmetB_plain_mcamo"] call BIS_fnc_selectRandom); _player addGoggles "G_Sport_Red"; clearAllItemsFromBackpack _player; removeBackpack _player; _player addBackpack (["B_Carryall_ocamo_Exp","B_Carryall_cbr", "B_Carryall_mcamo"] call BIS_fnc_selectRandom); (uniformContainer _player) addItemCargoGlobal ["FirstAidKit", 2]; (uniformContainer _player) addMagazineCargoGlobal ["MiniGrenade", (3 + floor random 2)]; (vestContainer _player) addMagazineCargoGlobal ["SmokeShell", (3 + floor random 2)]; (vestContainer _player) addMagazineCargoGlobal ["Chemlight_blue", (2 + floor random 2)]; (unitBackpack _player) addMagazineCargoGlobal ["HandGrenade", (3 + floor random 2)]; (unitBackpack _player) addMagazineCargoGlobal ["100Rnd_65x39_caseless_mag_Tracer", (4 + floor random 2)]; (unitBackpack _player) addMagazineCargoGlobal ["30Rnd_65x39_caseless_mag_Tracer", (4 + floor random 2)]; (unitBackpack _player) addMagazineCargoGlobal ["RPG32_HE_F",3]; _player addWeapon "arifle_MX_SW_F"; _player addPrimaryWeaponItem "acc_flashlight"; _player addPrimaryWeaponItem "optic_Arco"; _player addWeapon "launch_RPG32_F"; [_player] call loadChange; }; TAG_FNC_Sapper = { params ["_player"]; _player = player; removeAllWeapons _player; removeAllAssignedItems _player; removeAllItemsWithMagazines _player; removeHeadgear _player; removeGoggles _player; removeAllContainers _player; {_player removeitem _x} forEach items _player; { _player removeMagazineGlobal _x; } forEach magazines _player; { _player linkItem _x; } forEach ["ItemGPS", "ItemWatch", "ItemRadio", "ItemMap", "ItemCompass"]; removeUniform _player; _player forceAddUniform (["U_B_CTRG_1","U_B_CTRG_2","U_B_CTRG_3"] call BIS_fnc_selectRandom); _player addVest (["V_Chestrig_khk", "V_Chestrig_rgr", "V_Chestrig_oli", "V_TacVest_camo", "V_TacVest_khk", "V_TacVest_oli"] call BIS_fnc_selectRandom); _player addHeadgear (["H_HelmetSpecB_blk" ,"H_HelmetB_plain_mcamo"] call BIS_fnc_selectRandom); _player addGoggles "G_Shades_Green"; clearAllItemsFromBackpack _player; removeBackpack _player; _player addBackpack (["B_Carryall_ocamo_Exp","B_Carryall_cbr", "B_Carryall_mcamo"] call BIS_fnc_selectRandom); (uniformContainer _player) addItemCargoGlobal ["FirstAidKit", 2]; (vestContainer _player) addMagazineCargoGlobal ["SmokeShellRed", (2 + floor random 2)]; (vestContainer _player) addMagazineCargoGlobal ["SmokeShellOrange", (2 + floor random 2)]; (vestContainer _player) addMagazineCargoGlobal ["Chemlight_green", (2 + floor random 2)]; (vestContainer _player) addMagazineCargoGlobal ["Chemlight_blue", (2 + floor random 2)]; (unitBackpack _player) addMagazineCargoGlobal ["HandGrenade", (3 + floor random 2)]; (unitBackpack _player) addMagazineCargoGlobal ["MiniGrenade", (3 + floor random 2)]; (unitBackpack _player) addMagazineCargoGlobal ["SmokeShell", (3 + floor random 2)]; (unitBackpack _player) addMagazineCargoGlobal ["11Rnd_45ACP_Mag", (4 + floor random 2)]; (unitBackpack _player) addMagazineCargoGlobal ["30Rnd_9x21_Red_Mag", (4 + floor random 2)]; (unitBackpack _player) addMagazineCargoGlobal ["APERSTripMine_Wire_Mag",3]; (unitBackpack _player) addMagazineCargoGlobal ["SLAMDirectionalMine_Wire_Mag", 3]; _player addWeapon "hgun_PDW2000_F"; _player addPrimaryWeaponItem "muzzle_snds_L"; _player addPrimaryWeaponItem "optic_Hamr"; _player addPrimaryWeaponItem "acc_flashlight"; _player addWeapon "hgun_Pistol_heavy_01_F"; _player addHandgunItem "optic_MRD"; [_player] call loadChange; }; TAG_FNC_Recon = { params ["_player"]; _player = player; removeAllWeapons _player; removeAllAssignedItems _player; removeAllItemsWithMagazines _player; removeHeadgear _player; removeGoggles _player; removeAllContainers _player; {_player removeitem _x} forEach items _player; { _player removeMagazineGlobal _x; } forEach magazines _player; { _player linkItem _x; } forEach ["ItemGPS", "ItemWatch", "ItemRadio", "ItemMap", "ItemCompass"]; removeUniform _player; _player forceAddUniform (["U_B_CTRG_1","U_B_CTRG_2","U_B_CTRG_3"] call BIS_fnc_selectRandom); _player addVest (["V_Chestrig_khk", "V_Chestrig_rgr", "V_Chestrig_oli", "V_TacVest_camo", "V_TacVest_khk", "V_TacVest_oli"] call BIS_fnc_selectRandom); _player addHeadgear (["H_HelmetSpecB_blk" ,"H_HelmetB_plain_mcamo"] call BIS_fnc_selectRandom); _player addGoggles "G_Shades_Green"; clearAllItemsFromBackpack _player; removeBackpack _player; _player addBackpack (["B_AssaultPack_blk", "B_TacticalPack_mcamo", "B_OutdoorPack_tan","B_Kitbag_cbr"] call BIS_fnc_selectRandom); (uniformContainer _player) addItemCargoGlobal ["FirstAidKit", 2]; (uniformContainer _player) addMagazineCargoGlobal ["Chemlight_blue", (2 + floor random 2)]; (vestContainer _player) addMagazineCargoGlobal ["Chemlight_green", (2 + floor random 2)]; (vestContainer _player) addMagazineCargoGlobal["SmokeShellRed", (2 + floor random 2)]; (vestContainer _player) addMagazineCargoGlobal ["SmokeShellOrange", (2 + floor random 2)]; (unitBackpack _player) addMagazineCargoGlobal ["HandGrenade", (3 + floor random 2)]; (unitBackpack _player) addMagazineCargoGlobal ["MiniGrenade", (3 + floor random 2)]; (unitBackpack _player) addMagazineCargoGlobal ["SmokeShell", (3 + floor random 2)]; (unitBackpack _player) addMagazineCargoGlobal ["30Rnd_9x21_Red_Mag", (7 + floor random 3)]; (unitBackpack _player) addMagazineCargoGlobal ["16Rnd_9x21_yellow_Mag", (4 + floor random 2)]; (unitBackpack _player) addMagazineCargoGlobal ["SLAMDirectionalMine_Wire_Mag", 2]; (unitBackpack _player) addMagazineCargoGlobal ["IEDLandSmall_Remote_Mag", 2]; _player addWeapon "SMG_02_F"; _player addPrimaryWeaponItem "muzzle_snds_L"; _player addPrimaryWeaponItem "acc_flashlight"; _player addPrimaryWeaponItem "optic_MRCO"; _player addWeapon "hgun_P07_F"; _player addHandgunItem "muzzle_snds_L"; [_player] call loadChange; }; TAG_FNC_SpecialF = { params ["_player"]; _player = player; removeAllWeapons _player; removeAllAssignedItems _player; removeAllItemsWithMagazines _player; removeHeadgear _player; removeGoggles _player; removeAllContainers _player; {_player removeitem _x} forEach items _player; { _player removeMagazineGlobal _x; } forEach magazines _player; { _player linkItem _x; } forEach ["ItemGPS", "ItemWatch", "ItemRadio", "ItemMap", "ItemCompass"]; removeUniform _player; _player forceAddUniform (["U_B_CTRG_1","U_B_CTRG_2","U_B_CTRG_3"] call BIS_fnc_selectRandom); _player addVest (["V_Chestrig_khk", "V_Chestrig_rgr", "V_Chestrig_oli", "V_TacVest_camo", "V_TacVest_khk", "V_TacVest_oli"] call BIS_fnc_selectRandom); _player addHeadgear (["H_HelmetSpecB_blk" ,"H_HelmetB_plain_mcamo"] call BIS_fnc_selectRandom); _player addGoggles "G_Shades_Green"; clearAllItemsFromBackpack _player; removeBackpack _player; _player addBackpack (["B_Carryall_ocamo_Exp","B_Carryall_cbr", "B_Carryall_mcamo"] call BIS_fnc_selectRandom); (uniformContainer _player) addItemCargoGlobal ["FirstAidKit", 2]; (vestContainer _player) addMagazineCargoGlobal ["SmokeShell", (3 + floor random 2)]; (vestContainer _player) addMagazineCargoGlobal ["Chemlight_blue", (2 + floor random 2)]; (unitBackpack _player) addMagazineCargoGlobal ["HandGrenade", (3 + floor random 2)]; (unitBackpack _player) addMagazineCargoGlobal ["MiniGrenade", (3 + floor random 2)]; (unitBackpack _player) addMagazineCargoGlobal ["16Rnd_9x21_yellow_Mag", (4 + floor random 2)]; (unitBackpack _player) addMagazineCargoGlobal ["30Rnd_9x21_Red_Mag", (5 + floor random 3)]; (unitBackpack _player) addMagazineCargoGlobal ["IEDLandBig_Remote_Mag", 2]; (unitBackpack _player) addItemCargoGlobal ["MineDetector", 1]; _player addWeapon "SMG_02_F"; _player addPrimaryWeaponItem "muzzle_snds_L"; _player addPrimaryWeaponItem "acc_flashlight"; _player addPrimaryWeaponItem "optic_Hamr"; _player addWeapon "hgun_P07_F"; _player addHandgunItem "muzzle_snds_L"; [_player] call loadChange; }; TAG_FNC_AT_Heavy = { params ["_player"]; _player = player; removeAllWeapons _player; removeAllAssignedItems _player; removeAllItemsWithMagazines _player; removeHeadgear _player; removeGoggles _player; removeAllContainers _player; {_player removeitem _x} forEach items _player; { _player removeMagazineGlobal _x; } forEach magazines _player; { _player linkItem _x; } forEach ["ItemGPS", "ItemWatch", "ItemRadio", "ItemMap", "ItemCompass"]; removeUniform _player; _player forceAddUniform (["U_B_CTRG_1","U_B_CTRG_2","U_B_CTRG_3"] call BIS_fnc_selectRandom); _player addVest (["V_Chestrig_khk", "V_Chestrig_rgr", "V_Chestrig_oli", "V_TacVest_camo", "V_TacVest_khk", "V_TacVest_oli"] call BIS_fnc_selectRandom); _player addHeadgear (["H_HelmetSpecB_blk" ,"H_HelmetB_plain_mcamo"] call BIS_fnc_selectRandom); _player addGoggles "G_Shades_Green"; clearAllItemsFromBackpack _player; removeBackpack _player; _player addBackpack (["B_Carryall_ocamo_Exp","B_Carryall_cbr", "B_Carryall_mcamo"] call BIS_fnc_selectRandom); (uniformContainer _player) addItemCargoGlobal ["FirstAidKit", 2]; (uniformContainer _player) addMagazineCargoGlobal ["Chemlight_blue", (2 + floor random 2)]; (VestContainer _player) addMagazineCargoGlobal ["UGL_FlareCIR_F", (2 + floor random 2)]; (VestContainer _player) addMagazineCargoGlobal ["Chemlight_green", (2 + floor random 2)]; (VestContainer _player) addMagazineCargoGlobal ["3Rnd_HE_Grenade_shell", 2]; (unitBackpack _player) addMagazineCargoGlobal ["HandGrenade", (3 + floor random 2)]; (unitBackpack _player) addMagazineCargoGlobal ["MiniGrenade", (3 + floor random 2)]; (unitBackpack _player) addMagazineCargoGlobal ["SmokeShell", (3 + floor random 2)]; (unitBackpack _player) addMagazineCargoGlobal ["SmokeShellRed", (2 + floor random 2)]; (unitBackpack _player) addMagazineCargoGlobal ["3Rnd_HE_Grenade_shell", (5 + floor random 3)]; (unitBackpack _player) addMagazineCargoGlobal ["30Rnd_65x39_caseless_mag", (7 + floor random 3)]; (unitBackpack _player) addMagazineCargoGlobal ["16Rnd_9x21_yellow_Mag", (4 + floor random 2)]; (unitBackpack _player) addMagazineCargoGlobal ["RPG32_HE_F", 3]; _player addWeapon "arifle_MX_GL_Black_F"; _player addPrimaryWeaponItem "acc_flashlight"; _player addPrimaryWeaponItem "optic_Hamr"; _player addWeapon "launch_RPG32_F"; _player addWeapon "hgun_P07_F"; _player addHandgunItem "muzzle_snds_L"; [_player] call loadChange; }; TAG_FNC_Marksman = { params ["_player"]; _player = player; removeAllWeapons _player; removeAllAssignedItems _player; removeAllItemsWithMagazines _player; removeHeadgear _player; removeGoggles _player; removeAllContainers _player; {_player removeitem _x} forEach items _player; { _player removeMagazineGlobal _x; } forEach magazines _player; { _player linkItem _x; } forEach ["ItemGPS", "ItemWatch", "ItemRadio", "ItemMap", "ItemCompass"]; removeUniform _player; _player forceAddUniform (["U_B_CTRG_1","U_B_CTRG_2","U_B_CTRG_3"] call BIS_fnc_selectRandom); _player addVest (["V_Chestrig_khk", "V_Chestrig_rgr", "V_Chestrig_oli", "V_TacVest_camo", "V_TacVest_khk", "V_TacVest_oli"] call BIS_fnc_selectRandom); _player addHeadgear (["H_HelmetSpecB_blk" ,"H_HelmetB_plain_mcamo"] call BIS_fnc_selectRandom); _player addGoggles "G_Bandanna_sport"; clearAllItemsFromBackpack _player; removeBackpack _player; _player addBackpack (["B_AssaultPack_blk", "B_TacticalPack_mcamo", "B_OutdoorPack_tan","B_Kitbag_cbr"] call BIS_fnc_selectRandom); (uniformContainer _player) addItemCargoGlobal ["FirstAidKit", 3]; (vestContainer _player) addMagazineCargoGlobal ["Chemlight_blue", (2 + floor random 2)]; (unitBackpack _player) addMagazineCargoGlobal ["HandGrenade", (3 + floor random 2)]; (unitBackpack _player) addMagazineCargoGlobal ["MiniGrenade", (3 + floor random 2)]; (unitBackpack _player) addMagazineCargoGlobal ["SmokeShell", (3 + floor random 2)]; (unitBackpack _player) addMagazineCargoGlobal ["11Rnd_45ACP_Mag", (4 + floor random 2)]; (unitBackpack _player) addMagazineCargoGlobal ["30Rnd_65x39_caseless_mag", (7 + floor random 3)]; (unitBackpack _player) addMagazineCargoGlobal ["HandGrenade", 2]; (unitBackpack _player) addItemCargoGlobal ["MineDetector", 1]; _player addWeapon "arifle_MXM_Black_F"; _player addPrimaryWeaponItem "muzzle_snds_H"; _player addPrimaryWeaponItem "optic_Nightstalker"; _player addPrimaryWeaponItem "acc_flashlight"; _player addWeapon "hgun_Pistol_heavy_01_F"; _player addHandgunItem "optic_MRD"; _player addWeapon "Rangefinder"; [_player] call loadChange; };
  22. Hellow, I dont know how to write scripts so I decided to ask help here. I need script whitch wil give custom loadout to unit depending on it classname. For example I spawn unit via zeus, script start working and give custom loadout according unit classname. I ve tried this but it dont work with spawn units. Description.ext class Extended_Init_EventHandlers { class Man { init = "_this call (compile preprocessFileLineNumbers 'ForceLoadouts.sqf')"; }; }; ForceLoadouts.sqf { if (typeof _x == "B_Soldier_F") then { [_x] execVM "RiflemanLoadout.sqf"}; } forEach units group _this; spawn.sqf { if (typeof _x == "B_Soldier_F") then { [_x] execVM "RiflemanLoadout.sqf"}; } foreach allunits; { if (typeof _x == "B_Soldier_GL_F") then { [_x] execVM "GrenadierLoadout.sqf"}; } foreach allunits; //etc, etc, etc for each blufor class type RiflemanLoadout.sqf waitUntil {!isNull player}; _unit = _this select 0; comment "Remove existing items"; removeAllWeapons _unit; removeAllItems _unit; removeAllAssignedItems _unit; removeUniform _unit; removeVest _unit; removeBackpack _unit; removeHeadgear _unit; removeGoggles _unit; comment "Add containers"; _unit forceAddUniform "U_C_Poor_1"; for "_i" from 1 to 2 do {_unit addItemToUniform "30Rnd_762x39_Mag_F";}; _unit addVest "V_TacChestrig_cbr_F"; for "_i" from 1 to 6 do {_unit addItemToVest "30Rnd_762x39_Mag_F";}; _unit addHeadgear "H_ShemagOpen_tan"; comment "Add weapons"; _unit addWeapon "arifle_AKM_F"; if(true) exitWith{};
  23. In Vanilla Arma 1.58, place an ammo bearer as player, place a crate with arsenal in init field: this addAction [">Arsenal", {["Open",true] spawn BIS_fnc_arsenal}]; preview open arsenal and remove all magazines from the backpack or remove them from inventory, close arsenal eventually, re-open arsenal: all magazines are present in the backpack, refilled at full. Is it possible to let the loadout as it was before opening Arsenal? It's a waste of time for any custom config to remove what should be not here. Or at least add an option: - auto refill according to the type of unit; - do not auto refill at Arsenal opening NB: This feature occurs only for the backpack... vest and uniform are not automatically refilled. Thanks
  24. Hi guys, I have some issues using the respawn manager. Situation: - in multiplayer players are starting together in one group on the same side - the default inventory layout of the original unit is ignored e.g. B_Soldier_SL_F suddenly becoming an AT soldier, B_Medic_F becoming an engineer and so on description.ext - only refering to my main mod file #include "\glt_core\description.hpp" description.hpp - includes configuration for most of the missions - example only shows one loadout, the others are defined the same way // Respawn Settings respawnOnStart = 0; respawnTemplatesWest[] = {"MenuInventory", "MenuPosition"}; respawnTemplatesGuer[] = {"MenuInventory", "MenuPosition"}; reviveDelay = 30; reviveForceRespawnDelay = 5; reviveBleedOutDelay = 120; // Loadout class CfgRespawnInventory { class NATO_Squadleader_Day { displayName = "$STR_GLT_Loadout_Teamleader_Day"; icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa"; role = "Teamleader"; weapons[] = { "arifle_MX_GL_F", "hgun_Pistol_heavy_01_F", "Rangefinder" }; magazines[] = { "100Rnd_65x39_caseless_mag_Tracer", "100Rnd_65x39_caseless_mag_Tracer", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag_Tracer", "30Rnd_65x39_caseless_mag_Tracer", "11Rnd_45ACP_Mag", "11Rnd_45ACP_Mag", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "MiniGrenade", "HandGrenade", "SmokeShellBlue", "SmokeShellGreen", "SmokeShellRed", "SmokeShell", "SmokeShell" }; items[] = { "FirstAidKit", "GLT_Item_Bandage", "GLT_Item_Epinephrine", "GLT_Item_Morphine", "GLT_Item_Canteen" }; linkedItems[] = { "V_PlateCarrierSpec_mtp", "H_HelmetB_sand", "optic_Arco", "optic_MRD", "bipod_01_F_snd", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio" }; uniformClass = "U_B_CombatUniform_mcam"; backpack = "B_AssaultPack_mcamo"; }; }; class CfgRoles { class Teamleader { displayName = "$STR_GLT_Units_Men_Teamleader"; icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa"; }; }; init.sqf - there is other code in the init.sqf, but I tracked the issue down to BIS_fnc_addRespawnInventory; that's why I'm focusing on the multiplayer respawn part only if (isMultiplayer) then { // Define respawn points if (isServer) then { [] spawn { { [west, _x] call BIS_fnc_addRespawnPosition; } forEach [Mobile_Respawn]; }; }; // Add respawn loadouts [west, "NATO_Autorifleman_Day"] call BIS_fnc_addRespawnInventory; [west, "NATO_Autorifleman_Night"] call BIS_fnc_addRespawnInventory; [west, "NATO_Engineer_Day"] call BIS_fnc_addRespawnInventory; [west, "NATO_Engineer_Night"] call BIS_fnc_addRespawnInventory; [west, "NATO_Explosive_Specialist_Day"] call BIS_fnc_addRespawnInventory; [west, "NATO_Explosive_Specialist_Night"] call BIS_fnc_addRespawnInventory; [west, "NATO_Grenadier_Day"] call BIS_fnc_addRespawnInventory; [west, "NATO_Grenadier_Night"] call BIS_fnc_addRespawnInventory; [west, "NATO_Marksman_Day"] call BIS_fnc_addRespawnInventory; [west, "NATO_Marksman_Night"] call BIS_fnc_addRespawnInventory; [west, "NATO_Medic_Day"] call BIS_fnc_addRespawnInventory; [west, "NATO_Medic_Night"] call BIS_fnc_addRespawnInventory; [west, "NATO_Rifleman_Day"] call BIS_fnc_addRespawnInventory; [west, "NATO_Rifleman_Night"] call BIS_fnc_addRespawnInventory; [west, "NATO_Rifleman_AA_Day"] call BIS_fnc_addRespawnInventory; [west, "NATO_Rifleman_AA_Night"] call BIS_fnc_addRespawnInventory; [west, "NATO_Rifleman_AT_Day"] call BIS_fnc_addRespawnInventory; [west, "NATO_Rifleman_AT_Night"] call BIS_fnc_addRespawnInventory; [west, "NATO_Rifleman_AT2_Day"] call BIS_fnc_addRespawnInventory; [west, "NATO_Rifleman_AT2_Night"] call BIS_fnc_addRespawnInventory; [west, "NATO_Squadleader_Day"] call BIS_fnc_addRespawnInventory; [west, "NATO_Squadleader_Night"] call BIS_fnc_addRespawnInventory; } else { }; Now my questions: 1. Is the mentioned behaviour a bug of the respawn manager? 2. Did I call the respawn inventory function incorrectly? 3. Did I apply wrong settings in the description.ext / description.hpp ? 4. Did I miss a parameter to disable random loadout selection?
  25. Hello! I'm proud to release public version of my equipment script creator - ACC EqKreator v10.2! Now ACE3 compatible! Q&A: Q: Why you created your own equipment script creator and why it is called EqKreator? A: I have got annoyed by other software/scripts functionality where you was forced to use some kind of program (LEA) or search for many items classnames and write them inside already created scripts (F3). I am not saying that these things are bad, I just wanted to create something that would suit my needs. And that is full JIP compatibility - COOP oriented - Lightweight - Easy to use script. It is called EqKreator because it creates ready to use equipment scripts for you! ;) Q: Is it based on some other mission? It looks similar to VTS by L etranger? A: Yes it is edited version of VTS v4.0 by L etranger. I have just deleted all playable slots and left GM one, and added my equipment generator script into it, also, I have added Virtual Arsenal into it. Q: Why just don't use Virtual Ammobox or add Virtual Arsenal to my mission? A: Well... you can do that, but in our community we sometimes play missions that last over 4 hours and we don't want to waste time so everyone get's equipped from scratch from VAmmobox or VArsenal or other kind of Virtual something. Also, I am mission maker and I just hate that way of assigning gear. It is me that decides what player will get. Not that player :P. That is also why EK was created. Q: There are many other scripts like this one, why should I use yours? A: Let me write down some pros of this script: It gives gear to each unit before briefing screen It is JIP friendly, you will not see this script adding gear again like other equipment scripts sometimes do You can create many equipment scripts very fast and even save them inside VArsenal or VTS Shop for further usage/editing You can see how much your unit weigh with all gear you added (using AGM or CSE) You can see unit, all gear on it and even test it :) You can assign gear to selected equipment slot (backpack, vest, fatigues) Did I mentioned that it's blazing fast and easy to use? Compatible with ACRE2/TFAR/Vanilla (in terms of removing radio IDs - everyone will get unique radio ID) Creates equipment script for vehicles too Instructions: Installing script to mission folder Installing and running EqKreator v10 mission Making equipment for units Making equipment for vehicles You may also want to look at my ACC DAC_Toolbox script if you use DAC v3 and are a mission maker! ;) Download v10.2: Dropbox link Armaholic link (not updated yet) Changelog: v10.2 Hotfixed vehicle/crate assign gear scriptv10.1 Fixed vehicle/crate assign gear script (isServer check) Styllistic updates v10 Simplified whole script Script converted to function - uses call now instead of execVM (using execVM in unit init line is highly not advised!) Added ability to assign callsigns for BFT markers from ACE3 New: immediately after assigning uniform/vest/backpack clear it from any equipment that could be added from uniform/vest/backpack default config items - no more additional unwanted items Let me know here if there are any other questions regarding this script! Licensed under APL-SA. v10.2 09-05-2016 mb GieNkoV for Arma Coop Corps community. Thanks Letranger for his VTS v4.0!!!
×