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Meatball0311

M9 in holster at mission start

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My mar_pilot (Fighter Pilot) only weapon is a M9. I would like it to be in the holster (not in units hands) at the start of a mission. Any suggestions?

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I am not getting any errors, but it does not seem to be working. Here is my config:

#define _ARMA_


//Class config.cpp{
class CfgPatches
{
class mar_pilot
{
 units[] = {"mar_fighter_pilot"};
 weapons[] = {};
 requiredVersion = 1;
 requiredAddons[] = {"CAData","CACharacters","CACharacters2","CAWeapons","CA_Heads","CASounds"};
};
};
class CfgVehicleClasses
{
class mar_aviator
{
 displayName = "USMC Naval Aviator";
};
};
//PVS-14 in up position (player must choose "PVS-14 UP" in profile under sunglasses) 
class CfgGlasses {
	class PVS14UP {
 		scope = 2;
 		name = "PVS-14 UP";
 		model = "\mar_pilot\proxies\nvg\pvs14up.p3d";
 		identityTypes[] = {"PVS14UP",1};
	};
};
//PVS-14 made standard NVG model and this tells the the proxy named proxy:pvs14 what model to use
class CfgNonAIVehicles {
class ProxyGoggles;  // External class reference
class ProxyBysta;
	class proxyPVS14: ProxyGoggles {
 	model = "\mar_pilot\proxies\nvg\pvs14.p3d";
 };
};
//Makes "PVS14" a weapon and gives it NVGoggles capabilities
class CfgWeapons {
class Default;
class Binocular;
class NVGoggles;

class PVS14: NVGoggles {
 		displayName = "PVS-14";
 		model = "\mar_pilot\proxies\nvg\pvs14.p3d";
 		picture = "\mar_pilot\proxies\nvg\data\mar_pvs14_ca.paa";
 		class Library  {
  			libTextDesc="Night vision goggles are intended for observation and terrain orientation at night. They work by intensifying the already available light in conditions of low illumination using, for instance, light from the moon or the stars.";
      };
 			descriptionShort = "Night Vision Goggles";
	};
};
class CfgVehicles
{
class USMC_Soldier_Base;
class USMC_Soldier_Pilot; 
class mar_fighter_pilot: USMC_Soldier_Pilot
{
 //vehicleClass = "mar_aviator";
 displayName = "Fighter Pilot";
 model = "\mar_pilot\data\units\pilot\mar_fighter_pilot";
 weapons[] = {"Binocular_Vector","PVS14","Throw","Put","ItemMap","ItemCompass","ItemWatch","ItemRadio","ItemGPS","M9"};
 magazines[] = {"SmokeShellRed","SmokeShellGreen","15Rnd_9x19_M9","15Rnd_9x19_M9","15Rnd_9x19_M9","15Rnd_9x19_M9"};
 respawnWeapons[] = {"Binocular_Vector","PVS14","Throw","Put","ItemMap","ItemCompass","ItemWatch","ItemRadio","ItemGPS","M9"};
 respawnMagazines[] = {"SmokeShellRed","SmokeShellGreen","15Rnd_9x19_M9","15Rnd_9x19_M9","15Rnd_9x19_M9","15Rnd_9x19_M9"};
 };
};

 [color="Red"][b]class eventhandlers {
		init = "[_this select 0] setVariable ['CLY_holsteredgun','M9',false]; [_this select 0] exec ""\mar_pilot\scripts\cly_holster.sqs""";[/b][/color]  
};
};

how does this look?

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You execute the script in a mission.

This is an addon. I would like for my Fighter Pilots, to only have M9's and I would like for them to be holstered until needed.

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There is one pbo in the slx mod that will do that. It is called slx pistol civl. Don't know if it helps but looking in the pbo might give you an idea on how to do it.

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There is one pbo in the slx mod that will do that. It is called slx pistol civl. Don't know if it helps but looking in the pbo might give you an idea on how to do it.

Thanks bud..

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