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nedley

How to Add/Remove Weapon Optics

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Similar to a few threats here; we're struggling to find the correct way to edit loadouts.

Specifically, i'd like to know how to add/remove the optics.

Things suggested and tried (example used is the opfor marksman with ARCO optics on his weapon)

this unassignitem "optic_Arco";

this removeweapon (or removeitem) "optic_Arco"

Any suggestions?

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Thanks! How would I find these things myself so I don't look like a lemon again in future.

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Thanks! How would I find these things myself so I don't look like a lemon again in future.

Checking this list first might be a good idea. Some of the commands aren't explained very well but you should be able to get the gist of what they do from their name.

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Excellent. Thank you.

So, it works (yey) however the weapon resets upon death, so a respawn does not allow it to work;

I realise I will have to use scripts and event handlers to re-equip each player after death, but I have little idea how to do this.

My efforts so far:

INIT.SQF

_index = player addMPEventHandler ["mpkilled", {Null = _this execVM "LOADOUT.sqf";}];

LOADOUT.SQF:

_unit = _this select 0;

if (!local _unit) exitWith {};

this removeItemFromPrimaryWeapon "optic_Arco";

this removeItemFromPrimaryWeapon "optic_Aco";

this removeItemFromPrimaryWeapon "optic_Hamr";

this removeItemFromPrimaryWeapon "optic_holosight";

this addprimaryweaponitem "optic_Aco_grn";

Clearly i'm doing something wrong, and this IS my first attempt. Any help would be appreciated.

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your do not have the correct scope to use the magic variable "this". Use player instead.

_unit = _this select 0;
if (!local _unit) exitWith {};
player removeItemFromPrimaryWeapon "optic_Arco";
player removeItemFromPrimaryWeapon "optic_Aco";
player removeItemFromPrimaryWeapon "optic_Hamr";
player removeItemFromPrimaryWeapon "optic_holosight";
player addprimaryweaponitem "optic_Aco_grn";

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Of course! Still no joy though.

Do I need something in the init line of each player? Or should the Init.sqf file do the business for me?

Still stuck on this if anyone wants to offer a helping hand?

Edited by nedley

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Still no joy with this. I don't have the technical expertise with scripting or php to tell if this is an issue with my script or something else.

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hey nedley! Have you tried changing the eventhandler to mpRespawn instead? this should trigger your script when the player respawns, as opposed to when he is killed.

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Your the man Tuliq!

_index = player addMPEventHandler ["mprespawn", {Null = _this execVM "loadout.sqf";}];

Works a treat!

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