Rhamka 10 Posted November 14, 2012 I know this is very simple, but I can't remember how to do it. I've looked here and internet and I don't find the solution (it's not even in Murray's manual). I know I can set in the init line of each unit this addWeapon "NVGoggles" but, I don't want to do it each by each, I remember (if Im not wrong) there is way thru description.ext (or some other file?) to set NVG for all units. How can I do it? I've tried it: ShowNVgoggles =1; nightvision = 1; and so but nothing works. ---------- Post added at 01:30 AM ---------- Previous post was at 01:28 AM ---------- I tried it in Arma 1 and Arma2, Arma2:OA, but I can't make it work. Share this post Link to post Share on other sites
kylania 568 Posted November 14, 2012 {_x action ["nvGoggles", "on"]} forEach units groupName; Should work. Share this post Link to post Share on other sites
Rhamka 10 Posted November 14, 2012 I think this works for each group, which is a better option than the one I tried before, but I wonder if it can be done to all units since the beggining of the mission. Thanks Kylania, I'll try it anyway ---------- Post added at 01:50 AM ---------- Previous post was at 01:46 AM ---------- Mmm I've just tested it, and it make the unit which already has an NVG to start with it on, otherwise it has the NVG but not on and you only see darkness. But it is not working for units that do not have NVG. Thanks anyway. Share this post Link to post Share on other sites
kylania 568 Posted November 14, 2012 You test seems wrong. Using a unit with "built in" NVGs (USMC Fire Team Leader) and that command I start with NVGs on/active. If I start with a unit that doesn't start with goggles (USMC Unarmed Soldier), but instead give them to the unit via: this addWeapon "NVGoggles"; {_x action["NVGoggles", "on"]} forEach units group this; I start with NVGs active. If I start with a unit that doesn't start with goggles and use that code I actually get a full screen NVG mode with no goggles that I can't turn off, bonus! Share this post Link to post Share on other sites
Rhamka 10 Posted November 14, 2012 yes you're right, but the thing is I dont want to write this addWeapon "NVGoggles" for each unit, I remember there is a way to add a command in description.ext or similar file that creates an NVG for all units, including those that do not have NVG by default. ---------- Post added at 04:08 AM ---------- Previous post was at 02:12 AM ---------- the problem of adding this addWeapon "NVgoggles" is that units which originally didn't have NVG, respawn without NVG even if I added in the init line. I appreaciate any solution to this matter. Share this post Link to post Share on other sites
kylania 568 Posted November 14, 2012 In the init: { if (!(_x hasWeapon "NvGoggles")) then { _x addWeapon "NVGoggles" } } forEach units group player; You'd change units group player to be just the units you wanted to have NVGs. You'll need to write or use a better respawn script if you wanted them to respawn with NVGs also. Also description.ext is not for unit based or on map stuff, that's just for the structure of the mission - sounds, dialogs, MP browser information, identities. Nothing equipment or unit based really. Share this post Link to post Share on other sites
seba1976 98 Posted November 14, 2012 What kylania said. And you should trap MP event handlers to re-add the NVGs to units after they respawn. Share this post Link to post Share on other sites
Rhamka 10 Posted November 15, 2012 I'll give it a try later and tell you how it went, ty guys Share this post Link to post Share on other sites