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driftingnitro

CfgRespawnInventory

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Is there a better way to make respawn loadouts besides doing them one by one in the CFGRespawnInventory in the Description.ext like they show in the example here >> https://community.bistudio.com/wiki/Arma_3_Respawn

 


 

This is the way I've done only ONE of these loadouts but this is so tedious that there has to be a better way.

 


 

but this only adds and removes pre-defined inventories from the CfgRespawnInventory in the Descrption.ext.

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How is it tedious? Just export all the names you need from virtual arsenal and put them in the template. It should be pretty quick.

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How is it tedious? Just export all the names you need from virtual arsenal and put them in the template. It should be pretty quick.

 

I don't know if you looked at the pastebin, when you have 5 or 6 different types of "Magazines" each with at least 4x. And I need to do this for 12+ loadouts, it's getting to be a bit grating. If Arsenal could export to THIS format that would be useful, but as far as I know it just exports a bunch of "this addMagazine "blah";" stuff. The tedious'ness comes from having to match up the number of magazines with how many times you copy paste it. There is no

_unit addMagazines ["rhs_mag_30Rnd_556x45_M855A1_Stanag_No_Tracer",12];

or

for "_i" from 1 to 8 do {_unit addItemToUniform "ACE_packingBandage";};

like they have in Arsenal.

 

That's also if having to copy 25+ classnames for each loadout wasn't tedious enough.

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Is there something like  

 if(modEnabled) then { addModItems }; 

???

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I don't see how these scripts are relevant to my issue.

 

Maybe if my issue was related to the mods but it's about the custom respawn inventories.

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