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Found 10 results

  1. I want to have a box where players can come up, and select a class from scroll wheel options, and it'll give them the gear immediately. I've seen it done, I just want to do it myself. Please reply if you know how. LTJG Hummel SEAL Team 10
  2. So i'm trying to make a script where a Crate is empty but has the "AddAction" command to give certain loadouts. However i'm trying to do it the easy way by exporting the loadouts from VA and just have the player call the whole script to give them the new gear... In the init line of the crate i put this addaction ["Give Rifleman Loadout", "Rifleman.sqf"]; Then for the rifleman.sqf script i pasted the exported arsenal loadout into there hoping it would work and added in a (_this =_this = ["give rifleman loadout", [_this] select 1];) to target the caller for the script to execute on. for reference _this = ["give rifleman loadout", [_this] select 1]; removeAllWeapons this; removeAllItems this; removeAllAssignedItems this; removeUniform this; removeVest this; removeBackpack this; removeHeadgear this; removeGoggles this; comment "Add containers"; this forceAddUniform "rhs_uniform_FROG01_wd"; for "_i" from 1 to 10 do {this addItemToUniform "ACE_fieldDressing";}; this addItemToUniform "ACE_EarPlugs"; for "_i" from 1 to 10 do {this addItemToUniform "ACE_morphine";}; this addItemToUniform "ACE_MapTools"; this addItemToUniform "ACE_microDAGR"; this addItemToUniform "ACE_Flashlight_XL50"; this addItemToUniform "rhs_mag_m18_purple"; this addVest "rhsusf_spc_teamleader"; for "_i" from 1 to 6 do {this addItemToVest "rhs_mag_30Rnd_556x45_M855A1_Stanag_No_Tracer";}; for "_i" from 1 to 6 do {this addItemToVest "rhs_mag_M433_HEDP";}; for "_i" from 1 to 2 do {this addItemToVest "rhs_mag_an_m8hc";}; for "_i" from 1 to 2 do {this addItemToVest "rhs_mag_m67";}; this addItemToVest "rhs_mag_mk84"; this addItemToVest "rhs_mag_mk3a2"; for "_i" from 1 to 3 do {this addItemToVest "rhsusf_mag_17Rnd_9x19_FMJ";}; this addBackpack "rhsusf_falconii"; this addItemToBackpack "rhsusf_acc_nt4_black"; this addItemToBackpack "rhsusf_acc_anpeq15_bk"; this addItemToBackpack "acc_flashlight_pistol"; this addItemToBackpack "rhsusf_ANPVS_15"; this addItemToBackpack "rhsusf_acc_omega9k"; for "_i" from 1 to 4 do {this addItemToBackpack "rhs_mag_30Rnd_556x45_M855A1_Stanag_No_Tracer";}; for "_i" from 1 to 3 do {this addItemToBackpack "rhs_mag_M585_white";}; for "_i" from 1 to 3 do {this addItemToBackpack "rhs_mag_m715_Green";}; for "_i" from 1 to 3 do {this addItemToBackpack "rhs_mag_m713_Red";}; for "_i" from 1 to 3 do {this addItemToBackpack "rhs_mag_m714_White";}; this addItemToBackpack "Laserbatteries"; this addHeadgear "rhsusf_lwh_helmet_marpatwd"; this addGoggles "rhsusf_oakley_goggles_blk"; comment "Add weapons"; this addWeapon "rhs_weap_mk18_m320"; this addPrimaryWeaponItem "rhsusf_acc_ACOG_RMR"; this addWeapon "rhsusf_weap_glock17g4"; this addWeapon "Laserdesignator"; comment "Add items"; this linkItem "ItemMap"; this linkItem "ItemCompass"; this linkItem "ACE_Altimeter"; this linkItem "ItemRadio"; this linkItem "ItemGPS"; Thats the whole Rifleman.sqf Script and it says that "this" is an undefined variable... Please note i'm not well versed in scripting, hell i'm starting out mostly, so i don't even know what i'm doing wrong.
  3. The wiki page referes to the forum but not to a specific thread, so I am assuming there is none yet. Anyway my feedback so far: "Its great, so great.. greatest dynamic loadout system by far" - Donald Trump However, the list isn't sorted or grouped in a specific way. Just by adding our "Swedish Forces Pack" bombs, the list starts growing quite a bit. Playing with SFP, RHS and perhaps 2 more mods and this will be a real issue. Also, in the wiki page there is no reference how to enable it on your own airplane .p3d. I managed to make custom pylons, and custom weapons on the A164 Wipeout but not enabling it on my own plane.
  4. Hello! So, i have seen that some missions have a Virtual Arsenal in which there are already some set loadouts, for example, when you get close to it you will get the "Arsenal" option on the mouse wheel menu, but also sometimes you'll find things like "Rifleman"; "AT Soldier", "Pilot" and such, when you select any of them you get a loadout given by the server (not the ones you have saved). I'm trying to do this but i can't get it to work, i know how to export a certain loadout to a text file or to another unit but i have no idea how to make it like that. NOTE: I do use CBA_A3 and ACE mods but i guess there should be no problem with that as long as the players joining the server have them as well.
  5. Hello, so what I want to do is make a script that rearms infantry. I have a endless defense mission and respawn loadouts, however I want an addiction on a box to call a script that resupply them with ammo and items. Now what I have now is multiple addActions for each loadout but I don't like that I want a single addActions. so I made a script that checks there weapon and gives them the ammo based on there weapon. Problem is I can't really give say the explosive specialist claymores unless the explosive specialist has a different gun then the rest of them. So I was wondering if there is a way to check the player loadout class from the respawnInventory template? ( so if player loadout class == "AT" then {code}) I took a look at the scripting commands but the best I could find is isClass but I couldn't get it to work.
  6. I need help setting up roles and classes. I still keep getting an error that the roles are not loading up, and so its switching to the default. Things I've tried V https://community.bistudio.com/wiki/Arma_3_Respawn:_New_Respawn_Screen And the only thing in my mission init is ... [missionNamespace,["WEST1",5,10]] call BIS_fnc_addRespawnInventory;
  7. Loadouts not Appearing

    I go into my equipment and make custom loadouts for each one of my slots. Yet when I load into a game all that's there are the default loadouts
  8. Hey folks! So throughout the time I spent working on my mod there was one thing I was quite unsure about, and that was randomizing anything from loadouts to music/sounds. When I found a way I personally find simple and useful I thought I should post it here to help other people who are new to modding/mission making. Let's begin. 1) You need to create an array of the things you need, in this tutorial's case, I want to spawn a unit with a random uniform and hat. //Loadout Array _CivSpawnUniform = selectRandom ["LOP_U_AFR_Civ_03","LOP_U_AFR_Civ_06","LOP_U_PMC_Fatigue_02","LOP_U_AFR_Civ_05"]; _CivSpawnHeadgear = selectRandom ["H_Bandanna_gry","H_Bandanna_cbr","H_Bandanna_khk","H_Bandanna_camo","H_Cap_blk","H_Cap_grn","H_Cap_oli","H_mas_afr_Bandana","H_mas_afr_c3","rhs_beanie_green"]; Now take a look at "_CivSpawnUniform", that's the name it'll use if you want to call everything after the "=" symbol on the same line, rather than individually In there, you should place the clothes/uniforms you want your unit to choose from. Your code should look something like this: _NAME = selectRandom ["CLASSNAME1","CLASSNAME2","CLASSNAME3"]; Now you have defined a basic randomize script. How does this work though? Lemme show you. The function below selectRandom; This basically tells the game to look at the class names you have and randomly pick one of them. Don't forget to put the function command BEFORE the class names. Your script should now look like this: _NAME = selectRandom ["CLASSNAME1","CLASSNAME2","CLASSNAME3"]; And voila! The randomization script is working, but how do we get it to actually randomize the unit's gear? I'll be giving the soldier a uniform in the following example: UNITNAME AddUniform _ARRAYname; To finalize it, I'll show you what a full working one looks like: //Loadout Array _CivSpawnUniform = selectRandom ["LOP_U_AFR_Civ_03","LOP_U_AFR_Civ_06","LOP_U_PMC_Fatigue_02","LOP_U_AFR_Civ_05"]; _CivSpawnHeadgear = selectRandom ["H_Bandanna_camo","H_Cap_blk","H_mas_afr_Bandana","H_mas_afr_c3","rhs_beanie_green"]; //Unit Init removeUniform UNITNAME; removeHeadgear UNITNAME; UNITNAME addUniform _CivSpawnUniform; UNITNAME addHeadgear _CivSpawnHeadgear; The above units will have uniforms and headgear randomly selected from the arrays we defined at the top. I really hope this helps some new guys here! If it wasn't easy to understand or if you have any issues, feel free to leave a comment below or contact me through PM. Kind regards, MrCrazyDude115
  9. Hi All Im making a script for a milsim unit i play with, and the script i made causes infinite loading screens, so far i havent been able to uncover the issue. So i hope someone here on A3 forum is able to help. Here is the ammobox init: this addAction ["<t color='#FF7722'>Recruit</t>", "loadouts\Recruit.sqf"]; this addAction ["<t color='#FF7722'>Rifleman UCP</t>", "loadouts\RiflemanUCP.sqf"]; this addAction ["<t color='#FF7722'>Rifleman</t>", "loadouts\Rifleman.sqf"]; this addAction ["<t color='#FF7722'>Anti Tank</t>", "loadouts\AntiTank.sqf"]; this addAction ["<t color='#FF7722'>Combat Engineer</t>", "loadouts\CombatEngineer.sqf"]; this addAction ["<t color='#FF7722'>Combat Medic</t>", "loadouts\CombatMedic.sqf"]; this addAction ["<t color='#FF7722'>Fire Team Leader</t>", "loadouts\FireTeamLeader.sqf"]; this addAction ["<t color='#FF7722'>Squad Leader</t>", "loadouts\SquadLeader.sqf"]; this addAction ["<t color='#FF7722'>Platoon Leader / 2IC</t>", "loadouts\PlatoonLeader.sqf"]; this addAction ["<t color='#FF7722'>MG M249</t>", "loadouts\MGM249.sqf"]; this addAction ["<t color='#FF7722'>MG M240</t>", "loadouts\MGM240.sqf"]; this addAction ["<t color='#FF7722'>Marksman</t>", "loadouts\Marksman.sqf"]; this addAction ["<t color='#FF7722'>Flight Medic</t>", "loadouts\FlightMedic.sqf"]; this addAction ["<t color='#FF7722'>Heli Pilot</t>", "loadouts\Pilot.sqf"]; this addAction ["<t color='#FF7722'>Jet Pilot</t>", "loadouts\JetPilot.sqf"]; The pupose is to make a box will all loadouts preset so a new player just have to mousewheel select class then boom all the required equipment to survive an operation. Here is the script for RiflemanUCP.sqf clearAllItemsFromBackpack player; clearBackpackCargo player; removeAllWeapons player; removeAllItems player; removeAllAssignedItems player; removeUniform player; removeVest player; removeBackpack player; removeHeadgear player; removeGoggles player; {player unassignItem _x;player removeItem _x} forEach assignedItems player; comment "Add containers"; player forceAddUniform "rhs_uniform_cu_ucp_101st"; for "_i" from 1 to 6 do {player addItemToUniform "ACE_fieldDressing";}; for "_i" from 1 to 6 do {player addItemToUniform "ACE_elasticBandage";}; for "_i" from 1 to 2 do {player addItemToUniform "ACE_CableTie";}; player addItemToUniform "ACE_EarPlugs"; for "_i" from 1 to 2 do {player addItemToUniform "ACE_epinephrine";}; player addItemToUniform "ACE_Flashlight_MX991"; player addItemToUniform "ItemcTabHCam"; player addItemToUniform "ACE_IR_Strobe_Item"; player addItemToUniform "ACE_MapTools"; for "_i" from 1 to 2 do {player addItemToUniform "ACE_morphine";}; for "_i" from 1 to 8 do {player addItemToUniform "ACE_packingBandage";}; for "_i" from 1 to 4 do {player addItemToUniform "ACE_tourniquet";}; player addVest "rhsusf_iotv_ucp_Rifleman"; for "_i" from 1 to 8 do {player addItemToVest "rhs_mag_30Rnd_556x45_Mk318_Stanag";}; for "_i" from 1 to 2 do {player addItemToVest "rhsusf_mag_15Rnd_9x19_JHP";}; for "_i" from 1 to 4 do {player addItemToVest "rhs_mag_an_m8hc";}; player addItemToVest "rhs_mag_m18_green"; player addItemToVest "rhs_mag_m18_red"; for "_i" from 1 to 2 do {player addItemToVest "rhs_mag_m67";}; for "_i" from 1 to 2 do {player addItemToVest "Chemlight_green";}; for "_i" from 1 to 2 do {player addItemToVest "ACE_Chemlight_HiRed";}; player addItemToVest "ACE_HandFlare_Green"; player addItemToVest "ACE_HandFlare_Red"; player addBackpack "rhsusf_assault_eagleaiii_ucp"; player addItemToBackpack "rhsusf_ANPVS_14"; player addItemToBackpack "Mask_M50"; player addItemToBackpack "murshun_cigs_cigpack"; player addItemToBackpack "murshun_cigs_matches"; player addHeadgear "rhsusf_ach_helmet_ucp"; player addGoggles "rhs_googles_clear"; comment "Add weapons"; player addWeapon "rhs_weap_m4a1_grip3"; player addPrimaryWeaponItem "rhsusf_acc_SF3P556"; player addPrimaryWeaponItem "rhsusf_acc_anpeq15_bk"; player addPrimaryWeaponItem "rhsusf_acc_ACOG"; player addPrimaryWeaponItem "rhsusf_acc_grip3"; player addWeapon "rhsusf_weap_m9"; player addWeapon "Binocular"; comment "Add items"; player linkItem "ItemMap"; player linkItem "ItemCompass"; player linkItem "ItemWatch"; player linkItem "tf_anprc152_3"; player linkItem "ItemAndroid"; comment "Set identity"; player setSpeaker "ACE_NoVoice"; Hope someone is able to find my error. Looking forward to your response.
  10. So I was previewing a scenario earlier and the power went out, and so did my PC. After starting up and everything, I booted up Arma 3 to get that "Welcome" message you get when you play it for the first time. I shrugged it off and went into the editor and saw that all of the arsenal loadouts were gone. Everything else seems to be intact, the campaign and any other scenarios are marked as done and everything. I validated the steam files, started up again and got the upcoming updates (Nexus, expansion) message, and yeah, the arsenal is still empty of loadouts. Any leads? EDIT: VR Training seems to have been reset as well as my best times on Firing Drills and lap times.
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