nedley 10 Posted March 8, 2013 I am trying to create a script or trigger that removes all optics from each player (multiplayer player vs player scenario) and replaces it with a certain scope, which remains after respawn. I have tried 3 methods, all have failed: Method 1 Init.sqf _index = player addMPEventHandler ["mprespawn", {Null = _this execVM "loadout.sqf";}]; loadout.sqf if (side player == east) then { _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"; }; if (side player == west) then { _unit = _this select 0; if (!local _unit) exitWith {}; player removeItemFromPrimaryWeapon "optic_Arco"; player removeItemFromPrimaryWeapon "optic_Hamr"; player removeItemFromPrimaryWeapon "optic_holosight"; player removeItemFromPrimaryWeapon "optic_Aco_grn"; player addprimaryweaponitem "optic_Aco"; }; This method does not work as when in Multiplayer, those who are killed and subsequently respawn have the standard optics loadout. Method 2 'Triggers' placed in the spawn area, activated by the class that spawns there From mission.sqm: class Item1 { position[]={5242.6787,163.64134,5972.6284}; a=35; b=35; angle=153; rectangular=1; activationBy="EAST"; repeating=1; interruptable=1; age="UNKNOWN"; name="triggeropfor"; expActiv="player removeItemFromPrimaryWeapon ""optic_Arco""; player removeItemFromPrimaryWeapon ""optic_Aco""; player removeItemFromPrimaryWeapon ""optic_Hamr""; player removeItemFromPrimaryWeapon ""optic_holosight""; player addprimaryweaponitem ""optic_Aco_grn"";"; class Effects { }; I thought this had worked, and in a working MP server with 40 people it seems to be going well, though after a few kills, I observed people with standard optics again. Method 3 init line of player(s) _handle = [] execVM "SWRepsawn_SRU.sqf" SWRepsawn_SRU.sqf while {true} do { waitUntil {!alive player}; _weapons = weapons player; _magazines = magazines player; waitUntil {alive player}; _p = player; removeAllItems _p; removeAllWeapons _p; {_p addMagazine _x} forEach _magazines; {_p addWeapon _x} forEach _weapons; _primw = primaryWeapon _p; if (_primw != "") then { _p selectWeapon _primw; // for Grenades Launchers _muzzles = getArray(configFile>>"cfgWeapons" >> _primw >> "muzzles"); _p selectWeapon (_muzzles select 0); }; }; I don't think this script takes into account optics, and i don't have the expertise to add it. Thoroughly %$^$%ing worn out with trying to achieve this. Share this post Link to post Share on other sites