driftingnitro 38 Posted July 29, 2016 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 http://pastebin.com/WP3RMGz9 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. I see this function https://community.bistudio.com/wiki/BIS_fnc_addRespawnInventory but this only adds and removes pre-defined inventories from the CfgRespawnInventory in the Descrption.ext. Share this post Link to post Share on other sites
theend3r 83 Posted July 29, 2016 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. Share this post Link to post Share on other sites
driftingnitro 38 Posted July 29, 2016 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. Share this post Link to post Share on other sites
M1ke_SK 230 Posted July 29, 2016 Is there something like if(modEnabled) then { addModItems }; ??? Share this post Link to post Share on other sites
theend3r 83 Posted July 29, 2016 Is there something like if(modEnabled) then { addModItems }; ??? ActivatedAddons? Share this post Link to post Share on other sites
driftingnitro 38 Posted July 29, 2016 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. Share this post Link to post Share on other sites
M1ke_SK 230 Posted July 29, 2016 ActivatedAddons? no, ability to "code" inside description.ext Share this post Link to post Share on other sites
R3vo 2652 Posted July 29, 2016 Check out this page https://community.bistudio.com/wiki/Arsenal I added the available shortcuts a while ago, and yes, you can export in a format that CfgRespawnInventories can use. 1 Share this post Link to post Share on other sites
theend3r 83 Posted July 29, 2016 no, ability to "code" inside description.ext You can. https://community.bistudio.com/wiki/PreProcessor_Commands Share this post Link to post Share on other sites
driftingnitro 38 Posted July 30, 2016 Check out this page https://community.bistudio.com/wiki/Arsenal I added the available shortcuts a while ago, and yes, you can export in a format that CfgRespawnInventories can use. Perfect, exactly what I needed. Thank you. Share this post Link to post Share on other sites