aeroson 8 Posted March 26, 2013 Not sure if it will work, as i didn't test it or you might have different version. Open =BTC=_revive/=BTC=_functions.sqf Find function BTC_player_respawn BTC_player_respawn = { player setVariable ["BTC_need_revive",0,true]; player setPos getMarkerPos BTC_respawn_marker; sleep 1; player setDamage 0; player switchMove "amovpercmstpslowwrfldnon"; player switchMove ""; player enableSimulation false; player enableSimulation true; if (BTC_black_screen == 1) then {titleText ["", "BLACK IN"];}; }; And add, this line to it [player,loadout] call setLoadout; Just like this: BTC_player_respawn = { player setVariable ["BTC_need_revive",0,true]; player setPos getMarkerPos BTC_respawn_marker; sleep 1; player setDamage 0; player switchMove "amovpercmstpslowwrfldnon"; player switchMove ""; player enableSimulation false; player enableSimulation true; if (BTC_black_screen == 1) then {titleText ["", "BLACK IN"];}; [player,loadout] call setLoadout; }; Share this post Link to post Share on other sites
crow_x 1 Posted March 26, 2013 Thanks for the info, I'll give it a shot as soon as I get a chance to get back online at home. Share this post Link to post Share on other sites
crow_x 1 Posted March 26, 2013 Had no luck in getting that to work, do appreciate it though....curious though, is there another way that I can have a 2nd type of Init or way to revive and the objectives? So prefer having your loadout_fncs and specific set up ammo crate than the Virtual Ammo box, its nice and all, but just not the same. Share this post Link to post Share on other sites
aeroson 8 Posted March 27, 2013 Tested and works here =BTC=_revive.Stratis + loadout load on respawn Share this post Link to post Share on other sites
crow_x 1 Posted March 28, 2013 Thank you, works perfectly! Really appreciate you taking the time. Share this post Link to post Share on other sites
aeroson 8 Posted March 28, 2013 (edited) Finally ported my simple mouse wheel based loadout manager. Uses profileNamespace so all loadouts are saved permanently into your profile. Requires compiled set/get functions (usually in the mission's init.sqf) getLoadout = compile preprocessFileLineNumbers 'fnc_get_loadout.sqf'; setLoadout = compile preprocessFileLineNumbers 'fnc_set_loadout.sqf'; Put this into init line of object you wish to be loadout manager 0 = [this] execVM 'loadout_manager.sqf'; download loadout_manager.sqf Edited March 28, 2013 by aeroson Share this post Link to post Share on other sites
tomturner 10 Posted March 28, 2013 I get an error message ---- Script client\loadout\manager.sqf not found ------ when using your loadout_manager.sqf as described above. I set the Supplybox [blue] as my loadout mgr and when first accessed it returns the error. This was being previewed in the Editor, would that make a difference ? Share this post Link to post Share on other sites
aeroson 8 Posted March 28, 2013 Thank you, fixed it. No it doesn't make any difference as long as you have have loadout_manager.sqf in your mission folder, i just left wrong paths there :/ Share this post Link to post Share on other sites
kadinx 12 Posted March 29, 2013 Hey Gents I have been using Aeroson's scripts to keep my character's latest loadout on his respawn and they have been working wonderfully...very efficient scripts, if I dare say :) In Version: 0.53.103558 and still today with Version: 0.53.103608, something wrong is going on with the Vest. The vest respawns but it is empty. The following error is reported on the client side: "soldier[b_Soldier_TL_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[b_Soldier_TL_F]:Some of magazines weren't stored in soldier Vest or Uniform? Duplicate weapon Throw detected for B_Soldier_TL_F Duplicate weapon Put detected for B_Soldier_TL_F Speaker Male01_F not found in CfgVoiceTypes Suspending not allowed in this context String STR_EVAL_GEN not found Error in expression < _t addMagazine _m; waitUntil{_m in magazines _t}; _mz = getArray(config> Error position: <in magazines _t}; _mz = getArray(config> Error File mpmissions\__CUR_MP.Stratis\scripts\fnc_set_loadout.sqf, line 73 c:\w\c_branch\poseidon\futura\lib\gamestateext.cpp ObjAddItemOnWeapon: NULL ptr in weaponItem c:\w\c_branch\poseidon\futura\lib\gamestateext.cpp ObjAddItemOnWeapon: NULL ptr in weaponItem c:\w\c_branch\poseidon\futura\lib\gamestateext.cpp ObjAddItemOnWeapon: NULL ptr in weaponItem" Did Bis change how inventory behaves or a new bug has come up? It seems that the default gear (inventory) respawns ok. I will keep investigating. Share this post Link to post Share on other sites
aeroson 8 Posted March 29, 2013 Not sure if it will help, but i added/changed few lines (fnc_set_loadout.sqf v3.0) Also i have some questions: 1. Did it properly add your primary weapon ? 2. Did it add your primary weapon loaded ? 3. Was there something more regarding fnc_set_loadout.sqf in the error log ? Share this post Link to post Share on other sites
kadinx 12 Posted March 29, 2013 (edited) Yes, it added the primary weapon correctly and with a magazine in place. All else seemed in order including uniform and backpacks when the saved loadout had them. I will test your new version very soon and report back. Greatly appreciate your patience going through this. I know it can be frustrating but...we chose to...didn't we :) ---------- Post added at 12:49 PM ---------- Previous post was at 11:42 AM ---------- Tested and Reporting: Unfortunately, the Vest is still empty. It is added to the inventory if you throw it away, it is only that no items are placed in it. Everything else is working fine. Uniform and uniform items, as well as backpack and backpack items. Primary weapon loads fine, greanade launcher including along with primary magazines for both and all attachments. Same with handgun stuff. Error rpt this time: String STR_DISP_INT_RESPAWN not found soldier[b_Soldier_TL_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[b_Soldier_TL_F]:Some of magazines weren't stored in soldier Vest or Uniform? Duplicate weapon Throw detected for B_Soldier_TL_F Duplicate weapon Put detected for B_Soldier_TL_F the first line was reported before, it is probably from BIS coding but I included it since it was not being reported before the latest versions. Edited March 29, 2013 by KadinX Share this post Link to post Share on other sites
kadinx 12 Posted March 29, 2013 For testing purposes, I have disabled your loadout system and used another system that produces similar results except for the primary weapon magazine issue :) and it is working. Now some of the errors above, are still being reported: String STR_DISP_INT_RESPAWN not found soldier[b_Soldier_TL_F]:Some of magazines weren't stored in soldier Vest or Uniform? soldier[b_Soldier_TL_F]:Some of magazines weren't stored in soldier Vest or Uniform? Duplicate weapon Throw detected for B_Soldier_TL_F Duplicate weapon Put detected for B_Soldier_TL_F So I guess these errors are not related to your scripts. Share this post Link to post Share on other sites
eggbeast 3684 Posted March 30, 2013 (edited) fnc_set_loadout seems to have a bug in the script when loading the vest items in our mission - pop in and test it when you can. actually i think the DEV has broken "vestitems" CONFIRMED the DEV does not now respond to "vestitems" but the normal alpha does. just tested my mission opting out and in. Edited March 30, 2013 by eggbeast Share this post Link to post Share on other sites
aeroson 8 Posted March 31, 2013 (edited) Nice find eggbeast, thank you ! Someone should report it ^.^ Edited March 31, 2013 by aeroson Share this post Link to post Share on other sites
kadinx 12 Posted April 4, 2013 In the mean time, your workaround is working wonderfully :). Some people are just so smart... So many thanks!!:) Share this post Link to post Share on other sites
eggbeast 3684 Posted April 4, 2013 Nice find eggbeast, thank you ! Someone should report it ^.^ seems to be fixed now Share this post Link to post Share on other sites
Tajin 349 Posted April 4, 2013 Nice job aeroson. I was just thinking about writing something like this myself when I luckily stumbled across this thread. :) Very useful. It's also a very handy tool for missionmakers as it takes only a tiny script to save those gear-loadouts to clipboard and paste them directly in the editor to define the initial loadout for a unit. :cool: Share this post Link to post Share on other sites
Sunspear 1 Posted April 4, 2013 Im using profiles server-side to save a few values, any idea how to stop the dedicated server exe from overriding the profile files whenever you restart it? Share this post Link to post Share on other sites
aeroson 8 Posted April 4, 2013 (edited) seems to be fixed now Thank you again. Was thinking about doing some clumsy ugly workaround, iam happy i didn't have to D: It's also a very handy tool for missionmakers as it takes only a tiny script to save those gear-loadouts to clipboard and paste them directly in the editor to define the initial loadout for a unit. :cool: Yeah, if you know how to use it, its definitely a time saver. Im using profiles server-side to save a few values, any idea how to stop the dedicated server exe from overriding the profile files whenever you restart it? You can't, its a bug, dedicated server doesn't load profile variables. Although he saves them = he saves empty profile variables = erases profile variables. But, you can use extensions to utilize different saving methods such as mysql. Arma2NETMySQLPlugin > read its readme for plenty of useful info and links. Edited April 4, 2013 by aeroson Share this post Link to post Share on other sites
Sunspear 1 Posted April 5, 2013 You can't, its a bug, dedicated server doesn't load profile variables. Although he saves them = he saves empty profile variables = erases profile variables. But, you can use extensions to utilize different saving methods such as mysql. Arma2NETMySQLPlugin > read its readme for plenty of useful info and links. Thanks for the info, really appreciate it! Share this post Link to post Share on other sites
eggbeast 3684 Posted April 6, 2013 http://forums.bistudio.com/showthread.php?152279-norrin-s-ArmA2-scripts-ported-to-ArmA3&p=2366686&viewfull=1#post2366686 for info aero norrin has released his revive script and i cannot get your script to work with it no matter what i try mission is here http://forums.bistudio.com/showthread.php?148074-MP-COOP-GITS-EVOLUTION-main-thread&p=2366694&viewfull=1#post2366694 loadout is managed in norrins script in several places - actually quite confusing but his script is designed to work with all types of mission... Share this post Link to post Share on other sites
dna_uk 30 Posted April 7, 2013 Added a pull request to the repo with some cleanup. https://github.com/aeroson/get-set-loadout/pull/1 Share this post Link to post Share on other sites
aeroson 8 Posted April 7, 2013 @eggbeast So far no luck, will continue @Nimrod Thank you, merged Share this post Link to post Share on other sites
aeroson 8 Posted April 9, 2013 (edited) Updated Was looking throughTonic's VAS, seems like he found a way to get currently loaded magazines. Improved it a bit and added into my scripts ^.^ download fnc_get_loadout.sqf v2.2 - Added: Saves currently loaded magazines, and currently selected weapon/muzzle download fnc_set_loadout.sqf v3.4 - Added: Loads saved loaded magazines and selects saved selected weapon/muzzle, backwards compatible Also updated my loadout manager, you can now load VAS saved loadouts both new and old. download loadout_manager.sqf http://i.imgur.com/XlDqn8g.png (image size too large >100kb) (Offer loadout is WIP) And for latest example of all these scripts working together with custom crate fillers => download example mission Enjoy D: Edited April 9, 2013 by Alex72 Image >100kb Share this post Link to post Share on other sites
kadinx 12 Posted April 9, 2013 This is most excellent!! Thank you for continuous support and constant improvements. I think I have become a groupie :) Share this post Link to post Share on other sites