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konrad1

OA back packs

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hello

i need some help so

i need all BLUFOR classnames for backpacks i knwo some but i need the one from BAF and PMC (if PMC have)

US_UAV_Pack_EP1

US_Assault_Pack_EP1

US_Assault_Pack_Ammo_EP1

US_Assault_Pack_AmmoSAW_EP1

US_Assault_Pack_AT_EP1

US_Assault_Pack_Explosives_EP1

US_Patrol_Pack_EP1

US_Patrol_Pack_Ammo_EP1

US_Patrol_Pack_Specops_EP1

US_Backpack_EP1

US_Backpack_AmmoMG_EP1

US_Backpack_AT_EP1

US_Backpack_Specops_EP1

CZ_Backpack_EP1

CZ_Backpack_Ammo_EP1

CZ_Backpack_Specops_EP1

CZ_Backpack_AmmoMG_EP1

another question is i want to use the object backpacks desert and make this using like a weapon box but with backpacks in. I treid it with somehing like this _this addWeaponCargo ["US_UAV_Pack_EP1", 20]; in a script BP.sqf and then write the exec ... in init.

so how i can get this work ??

IN THIS TOPIC YOU CAN POST ALL CLASSNAMES FOR BACKPACKS and BACKPACK scripts.

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@ Carl but how pls can you write a small tut ?

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So how to put them into a box. ?? pls help

another question is why my

setViewDistance 3500; in the init not work

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Not a tut, but here is how I do it. Didn't bother to make a nice looking gui for it, strictly addAction based for simplicity:

EquipWeaponsCrate.sqf, that does a lot more, but I'm only showing the backpack stuff:

_boxHeavyWeapons = "Misc_Backpackheap_EP1" createVehicleLocal getMarkerPos "mBoxHeavyWeapons";
_boxHeavyWeapons setPos getMarkerPos "mBoxHeavyWeapons";
_boxHeavyWeapons setDir markerDir "mBoxHeavyWeapons";
_boxHeavyWeapons addAction ["Get Backpack" call XGreyText, "bat\GetBackpack.sqf"];
switch (_p) do {
	case "echo_2" : {
		_boxHeavyWeapons addAction ["Get Gun TOW" call XGreyText, "bat\GetBackpack.sqf", "TOW_TriPod_US_Bag_EP1", 0, false, false, "", "true"];
		_boxHeavyWeapons addAction ["Get Gun Mk19" call XGreyText, "bat\GetBackpack.sqf", "MK19_TriPod_US_Bag_EP1", 0, false, false, "", "true"];
		_boxHeavyWeapons addAction ["Get Gun M2HD Mini" call XGreyText, "bat\GetBackpack.sqf", "M2HD_mini_TriPod_US_Bag_EP1", 0, false, false, "", "true"]; //Works after 1.54
		_boxHeavyWeapons addAction ["Get Gun M2 Static" call XGreyText, "bat\GetBackpack.sqf", "M2StaticMG_US_Bag_EP1", 0, false, false, "", "true"]; //Works after 1.54
		_boxHeavyWeapons addAction ["Get Mortar Tube" call XGreyText, "bat\GetBackpack.sqf", "M252_US_Bag_EP1", 0, false, false, "", "true"];
	};
	case "echo_3" : {
		_boxHeavyWeapons addAction ["Get Tripod" call XGreyText, "bat\GetBackpack.sqf", "Tripod_Bag", 0, false, false, "", "true"];
	};
};

My echo_2 and 3 are special in that they are the only CSW operators, and thus only ones that gets access to CSWs.

As shown below, my units gets predetermined backpacks and contents depending on their class (mission is highly class oriented, unlike most):

_p = player;
_type = _this select 3;
if (!isNull unitBackpack _p) then {
removeBackpack _p;
};
if (isNil "_type") then {
_type = "US_Backpack_Specops_EP1";
} else {
_type = _this select 3;
};
player playMove "amovpercmstpsraswrfldnon_amovpknlmstpslowwrfldnon";
sleep 2.5;

switch (str _p) do {
case "RESCUE" : {_p addBackpack "US_UAV_Pack_EP1";};
case "RESCUE2" : {_p addBackpack "US_UAV_Pack_EP1";};
case "alpha_1" : {_p addBackpack "US_UAV_Pack_EP1";};
case "alpha_5" : {_p addBackpack "US_Assault_Pack_AmmoSAW_EP1"; clearMagazineCargoGlobal (unitBackpack _p); (unitBackpack _p) addMagazineCargoGlobal ["200Rnd_556x45_M249",3];};
case "alpha_6" : {_p addBackpack "US_Assault_Pack_AmmoSAW_EP1"; clearMagazineCargoGlobal (unitBackpack _p); (unitBackpack _p) addMagazineCargoGlobal ["200Rnd_556x45_M249",3];};
case "alpha_7" : {_p addBackpack "US_Patrol_Pack_Specops_EP1"; clearMagazineCargoGlobal (unitBackpack _p); (unitBackpack _p) addMagazineCargoGlobal ["100Rnd_556x45_M249",2]; ; (unitBackpack _p) addMagazineCargoGlobal ["Pipebomb",1]; (unitBackpack _p) addMagazineCargoGlobal ["Mine",2];};
case "bravo_1" : {_p addBackpack "US_UAV_Pack_EP1";};
case "bravo_3" : {_p addBackpack "US_Backpack_EP1"; clearMagazineCargoGlobal (unitBackpack _p); (unitBackpack _p) addMagazineCargoGlobal ["6Rnd_HE_M203",2]; (unitBackpack _p) addMagazineCargoGlobal ["6Rnd_Smoke_M203",1]; (unitBackpack _p) addMagazineCargoGlobal ["6Rnd_FlareWhite_M203",1];};
case "bravo_5" : {_p addBackpack "US_Backpack_EP1"; clearMagazineCargoGlobal (unitBackpack _p); (unitBackpack _p) addMagazineCargoGlobal ["6Rnd_HE_M203",2]; (unitBackpack _p) addMagazineCargoGlobal ["6Rnd_Smoke_M203",1]; (unitBackpack _p) addMagazineCargoGlobal ["6Rnd_FlareWhite_M203",1];};
case "bravo_6" : {_p addBackpack "US_Backpack_AT_EP1"; clearMagazineCargoGlobal (unitBackpack _p); (unitBackpack _p) addMagazineCargoGlobal ["MAAWS_HEAT",2]; (unitBackpack _p) addMagazineCargoGlobal ["MAAWS_HEDP",2];};
case "bravo_7" : {_p addBackpack "US_Patrol_Pack_Specops_EP1"; clearMagazineCargoGlobal (unitBackpack _p); (unitBackpack _p) addMagazineCargoGlobal ["Pipebomb",1]; (unitBackpack _p) addMagazineCargoGlobal ["Mine",2];};
case "charlie_1" : {_p addBackpack "US_UAV_Pack_EP1";};
case "charlie_4" : {_p addBackpack "US_Backpack_AT_EP1";};
case "charlie_5" : {_p addBackpack "US_Backpack_AmmoMG_EP1";};
case "delta_1" : {_p addBackpack "US_UAV_Pack_EP1";};
case "echo_1" : {_p addBackpack "US_UAV_Pack_EP1";};
case "echo_2" : {_p addBackpack _type;};
case "echo_3" : {_p addBackpack _type;};
};
[color="Red"]unitBackpack _p setVariable ["owner",name _p,true]; //TODO: Update to getPlayerUID when verified working in MP.[/color]

_s = "Backpack obtained.";
if (str _p in ["echo_2","echo_3"]) then {
if (_type != "US_Backpack_Specops_EP1") then {
	_s = "CSW backpack obtained.";
};
};

hint composeText[
parseText("<t color='#f02b11ed' size='1'>" + _s + "</t>"), lineBreak, lineBreak,
"You can add limited amount of backpacks to most vehicles, but backpacks dropped in base area will be automatically removed.", lineBreak, lineBreak,
"All leaders can only carry the UAV Pack type, which simulates a radio without any slots.", lineBreak, lineBreak,
"The CSW/SF operators are the only ones who can choose backpack type, but only between a normal backpack and various CSW backpacks."
];

Don't worry too much about that red line, it's for something special that I'm having some problems with.

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the 2nd box must go into a unit init?

between thanks

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Hi,

check this out if you want:

http://chernarus-force.net/index.php?site=files&file=7

It is a simple GUI, i.e. a list of backpacks with a picture of each, and lets you equip with a backpack by selecting it in the list and clicking on the picture.

Shouldn't be that hard to integrate it in your mission, readme included.

hf.

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Although I don't (almost) ever use a units init line, yes, they're both part of a units setup phase (both, since I'm using localized crates for this purpose).

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