Phonix644 10 Posted April 3, 2013 Hey Guys, I am trying to spawn soldiers in already wearing night vision but are unable to do so. I have searched and all I could find was this: this assignItem "NVGoggles"; and this assignItem "V_RebreatherB"; But neither seem to work :/ Any ideas? Am I using the wrong code? Thanks guys :) Share this post Link to post Share on other sites
SASrecon 0 Posted April 3, 2013 try: this addweapon "NVGoggles"; Share this post Link to post Share on other sites
Phonix644 10 Posted April 3, 2013 try: this addweapon "NVGoggles"; Hmm still no luck mate - I am trying to add this to a diver, and it should be able to work - any other ideas? Share this post Link to post Share on other sites
byrgesen 1 Posted April 3, 2013 (edited) try this: this addItem "NVGoggles"; this assignItem "NVGoggles"; this addItem "V_RebreatherB"; this assignItem "V_RebreatherB"; It works just fine for me for all "toolbelt" items. But you need to add it and then assign it to the player. Maybe you need to change V_RebreatherB to: this addHeadgear "V_RebreatherB"; Dont actually know if it needs to be assigned or just given, but if its headgear, you need to remove the current helmet of the unit :) If the unit has a name, just replace "this" with what ever your unit name is :) I did this for one of my snipers, you can adapt it to your diver: _unit = _this select 0; // Remove original equipment removeallweapons _unit; removeallassigneditems _unit; removeallcontainers _unit; // Add clothing _unit addUniform "U_B_CombatUniform_mcam_vest"; _unit addHeadgear "H_MilCap_mcamo"; _unit addVest "V_BandollierB_khk"; // Add weapons _unit addMagazines ["20Rnd_762x45_Mag", 5]; _unit addWeapon "srifle_EBR_ARCO_point_grip_F"; _unit addPrimaryweaponitem "muzzle_snds_B"; _unit addPrimaryWeaponItem "acc_pointer_IR"; _unit addMagazines ["30Rnd_9x21_Mag", 3]; _unit addWeapon "hgun_P07_snds_F"; _unit addMagazines ["HandGrenade", 2]; // Add items _unit addWeapon "Binocular"; _unit addItem "FirstAidKit"; _unit addItem "FirstAidKit"; _unit additem "ItemCompass"; _unit assignItem "ItemCompass"; _unit additem "ItemMap"; _unit assignItem "ItemMap"; _unit additem "ItemRadio"; _unit assignItem "ItemRadio"; _unit additem "ItemWatch"; _unit assignItem "ItemWatch"; _unit addItem "ItemGPS"; _unit assignItem "ItemGPS"; Edited April 3, 2013 by Byrgesen Share this post Link to post Share on other sites
Phonix644 10 Posted April 4, 2013 try this: this addItem "NVGoggles"; this assignItem "NVGoggles"; this addItem "V_RebreatherB"; this assignItem "V_RebreatherB"; It works just fine for me for all "toolbelt" items. But you need to add it and then assign it to the player. Maybe you need to change V_RebreatherB to: this addHeadgear "V_RebreatherB"; Dont actually know if it needs to be assigned or just given, but if its headgear, you need to remove the current helmet of the unit :) If the unit has a name, just replace "this" with what ever your unit name is :) I did this for one of my snipers, you can adapt it to your diver: _unit = _this select 0; // Remove original equipment removeallweapons _unit; removeallassigneditems _unit; removeallcontainers _unit; // Add clothing _unit addUniform "U_B_CombatUniform_mcam_vest"; _unit addHeadgear "H_MilCap_mcamo"; _unit addVest "V_BandollierB_khk"; // Add weapons _unit addMagazines ["20Rnd_762x45_Mag", 5]; _unit addWeapon "srifle_EBR_ARCO_point_grip_F"; _unit addPrimaryweaponitem "muzzle_snds_B"; _unit addPrimaryWeaponItem "acc_pointer_IR"; _unit addMagazines ["30Rnd_9x21_Mag", 3]; _unit addWeapon "hgun_P07_snds_F"; _unit addMagazines ["HandGrenade", 2]; // Add items _unit addWeapon "Binocular"; _unit addItem "FirstAidKit"; _unit addItem "FirstAidKit"; _unit additem "ItemCompass"; _unit assignItem "ItemCompass"; _unit additem "ItemMap"; _unit assignItem "ItemMap"; _unit additem "ItemRadio"; _unit assignItem "ItemRadio"; _unit additem "ItemWatch"; _unit assignItem "ItemWatch"; _unit addItem "ItemGPS"; _unit assignItem "ItemGPS"; Perfect mate! Worked like a charm Thank You! Yeah my problem was I wasn't doing both additem and assignitem. Also thanks for your script for your guy, I was able to get other stuff out of that :) My only question now left would be is there a way to make the diver have the rebrether on regardless of in the water or on land? I Might have to start another topic though. Share this post Link to post Share on other sites
deadlyhabit 2 Posted April 5, 2013 Can I ask you how you got them to spawn in with the NV goggles on? I have no problem getting them into a divers inventory, but assignItem doesn't seem to force them to the proper slot. Share this post Link to post Share on other sites
cobra4v320 27 Posted April 5, 2013 The rebreather vest remains on while out of the water but the diver will automatically remove his goggles, fins, and mask. I don't think there is a way to stop that. If you want the player to start with NVGs on then use this: player action ["nvGoggles", player]; Share this post Link to post Share on other sites
deadlyhabit 2 Posted April 5, 2013 The rebreather vest remains on while out of the water but the diver will automatically remove his goggles, fins, and mask. I don't think there is a way to stop that.If you want the player to start with NVGs on then use this: player action ["nvGoggles", player]; Just tried that and funnily enough it just put's the unit in Night Vision mode (fullscreen instead of the circle as well oddly enough), even without NVGs in inventory. Pics for proof http://i.imgur.com/yOaiAvD.png http://i.imgur.com/PHrZ5iv.jpg Your direct player action ["NVGoggles", player]; and substituting this with both player bits yields the same results as well Share this post Link to post Share on other sites
cobra4v320 27 Posted April 5, 2013 Good find, I tested also on a diver without any NVGs and get the same screen above. Share this post Link to post Share on other sites
deadlyhabit 2 Posted April 5, 2013 Funnily enough this assignItem "NVGoggles"; is working for me now, for some reason it wouldn't last night, maybe I did something wrong due to lack of sleep. It also corrects the bug found above (at least I'm assuming it's a bug). http://i.imgur.com/gRgPSmt.png http://i.imgur.com/170HMtr.jpg Share this post Link to post Share on other sites
cobra4v320 27 Posted April 5, 2013 Yes if you have nvgs in your inventory then you will get the normal view pictured above otherwise your entire screen will be in the NVG view. Share this post Link to post Share on other sites