moricky 211 Posted April 18, 2013 (edited) If you're designing Arma 3 missions, you might have noticed many new or updated interfaces, like loading screens and debriefings. We're documenting them as they're being added in Mission Presentation page on Community Wiki. Please read the articles, link them when someone asks about their contents (e.g., how to configure loading screens) and expand them in case you find some useful info. Edited June 23, 2013 by Moricky 6 1 Share this post Link to post Share on other sites
HKFlash 9 Posted April 18, 2013 Moricky, Although I'm already aware of these changes (and I'm already using them in the mission I made) I would like to tell you and the rest of the development team that your efforts to improve the mission presentation are paying off! Thank you and keep up the good work! 1 Share this post Link to post Share on other sites
1para{god-father} 105 Posted April 20, 2013 it would be very good if we could pass variables / arrays to debrief to provide more end game information Share this post Link to post Share on other sites
JonyBIgood 10 Posted May 15, 2013 Thanks Moriky, it's great :) Share this post Link to post Share on other sites
moricky 211 Posted May 16, 2013 Added info about Communication Menu Share this post Link to post Share on other sites
chortles 263 Posted May 17, 2013 Added info about Communication Menu I just realized two things:#1: There's now icons to accompany each of the "support menu" choices! #2: There's a stance indicator! :eek: Share this post Link to post Share on other sites
moricky 211 Posted May 24, 2013 The new configuration of mission overview described. 1 Share this post Link to post Share on other sites
joschaap 1 Posted May 24, 2013 it says loadscreen 'must be in PAA' but iv've been using a JPG for months now :) Share this post Link to post Share on other sites
HKFlash 9 Posted May 28, 2013 it says loadscreen 'must be in PAA' but iv've been using a JPG for months now :) At least yours is working. Ever since the overview got updated I can't get the image to load properly despite having written the path correctly and updating the image to 1024x512. Share this post Link to post Share on other sites
AnimalMother92 10 Posted May 31, 2013 Thanks for these! Very helpful. Share this post Link to post Share on other sites
sproyd 2 Posted June 14, 2013 Thanks very helpful indeed to have this from BIS. Two problems I have found in regards to editing description.ext 1) overviewText seems to override onLoadMission text. So in effect if you want overviewText then you won't be able to have a different, shorter description for your loading screen as it will just be the same as the overviewText. The same doesn't apply to the picture. 2) overviewText seems to be limited to a low number of characters - far less than would fill the overview box even if on large UI. Anything over a certain character count just gets truncated. Can anyone confirm? Also as others report I'm happily using jpegs rather than paa files and it works fine. Share this post Link to post Share on other sites
2nd ranger 282 Posted June 14, 2013 Yeah, confirmed on both counts. There is much more space for overview text in the MP overview window than in SP. Share this post Link to post Share on other sites
sproyd 2 Posted June 15, 2013 Issue created - upvote if you like. http://feedback.arma3.com/view.php?id=9551 Share this post Link to post Share on other sites
2nd ranger 282 Posted June 15, 2013 To BIS: Have you considered releasing a simple template mission that incorporates all of this kind of stuff? It's one thing to have documentation, but I've always found it very helpful looking at official missions to see how you guys do things. Many people don't have the patience or know-how to un-PBO a mission and find working examples, and it would give people a better understanding if they were able to play a simple mission with everything working, then look in the files and see how it's done. As someone who enjoys taking that extra bit of time to make a mission look polished and well-presented, it's disappointing to see so many missions released that don't even have working tasks or a briefing (both those things should certainly be added to this topic). This thread is a great resource for new mission-makers and a big step in the direction of making Arma more user-friendly. In that spirit, I think a very simple editor mission incorporating all of these presentation assets would be a great help to newcomers. Share this post Link to post Share on other sites
moricky 211 Posted June 23, 2013 Added info about newly added respawn menu for selecting position and loadout. Share this post Link to post Share on other sites
kylania 568 Posted June 28, 2013 Added info about newly added respawn menu for selecting position and loadout. If the new respawn system can assign loadouts can it have an option to keep loadout you had when you died or one you saved previously added perhaps? Share this post Link to post Share on other sites
moricky 211 Posted June 28, 2013 Not currently, but adding an ability to restore the death loadout is on my list ;) Share this post Link to post Share on other sites
exentenzed 2 Posted June 29, 2013 (edited) Not currently, but adding an ability to restore the death loadout is on my list ;) Aw man! You are the best! I would also like to thank you for your work on both "bis_fnc_respawnMenuInventory;" and "BIS_fnc_addRespawnPosition;" Recently made a template mission with those in it, and i love it! :D One question however, In the BIS script wiki the mission template entry is written like this: "respawnTemplates = {"MenuInventory","MenuPosition"};". However, to get it to work i had to use it the way you used it in your Defend Kamino mission: "respawnTemplates[] = {"MenuInventory","MenuPosition"};". Beeing a bit of a newb when it comes to all of this, whats the significance of the "[]"? Edited June 30, 2013 by Exentenzed Share this post Link to post Share on other sites
moricky 211 Posted June 29, 2013 The brackets tells the engine it should read the entry as an array. I forgot to write them in the wiki example, corrected now. Thanks for pointing it out ;) Share this post Link to post Share on other sites
b00tsy 28 Posted July 2, 2013 Not currently, but adding an ability to restore the death loadout is on my list ;) That would be swell :) P.S, Pls also add back the ability to play custom GPS video or an other mini screen that lets you play a video. (bis_fnc_customGPSvideo) Share this post Link to post Share on other sites
2nd ranger 282 Posted July 4, 2013 So the new description.ext method for overviews does not allow for linebreaks. Is there some way to do it that I'm not thinking of? I'd rather not have to use a stringtable for something I used to be able to just do with a keypress. Also, overviewText is still overriding onLoadMission in the beta. Share this post Link to post Share on other sites
falconx1 13 Posted July 24, 2013 Moricky, in the new templates magazines array since comma is reserved for the next line is there a way to use one line for 8 mags? Example : magazines[] = { "30Rnd_65x39_caseless_mag",8 Share this post Link to post Share on other sites
kylania 568 Posted July 24, 2013 Just put the magazine line 8 times. Share this post Link to post Share on other sites
falconx1 13 Posted July 24, 2013 Just put the magazine line 8 times. Ofcourse, but when u got alot of classes it gets pretty spammed out see: class CfgRespawnInventory { class WEST1 { displayName = "Rifleman"; // Name visible in the menu icon = "\A3\weapons_F\Rifles\MX\data\UI\gear_mx_rifle_X_CA.paa"; // Icon displayed next to the name // Condition must return true in order for the loadout to be displayed in the menu. // Evaluated when the menu is opened. show = "side group _this == west"; // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "arifle_MXM_F", "hgun_P07_F", "Binocular" }; magazines[] = { "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_green_mag_Tracer", "30Rnd_65x39_caseless_green_mag_Tracer", "30Rnd_65x39_caseless_green_mag_Tracer", "30Rnd_65x39_caseless_green_mag_Tracer", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "Chemlight_green", "Chemlight_green", "HandGrenade", "HandGrenade", "SmokeShell", "SmokeShell" }; items[] = { "FirstAidKit" }; linkedItems[] = { "V_PlateCarrier1_rgr", "H_HelmetB_light", "optic_Aco", "acc_pointer_IR", "ItemCompass", "ItemGPS", "ItemMap", "ItemRadio", "ItemWatch", "NVGoggles" }; uniformClass = "U_B_CombatUniform_mcam_tshirt"; backpack = "B_AssaultPack_mcamo"; }; class WEST2 { displayName = "AutoRifleman"; // Name visible in the menu icon = "\A3\weapons_F\Rifles\MX\data\UI\gear_mx_lmg_X_CA.paa"; // Icon displayed next to the name // Condition must return true in order for the loadout to be displayed in the menu. // Evaluated when the menu is opened. show = "side group _this == west"; // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "arifle_MX_SW_F", "hgun_P07_F", "Binocular" }; magazines[] = { "100Rnd_65x39_caseless_mag", "100Rnd_65x39_caseless_mag", "100Rnd_65x39_caseless_mag", "100Rnd_65x39_caseless_mag", "100Rnd_65x39_caseless_mag", "100Rnd_65x39_caseless_mag", "100Rnd_65x39_caseless_mag_Tracer", "100Rnd_65x39_caseless_mag_Tracer", "100Rnd_65x39_caseless_mag_Tracer", "100Rnd_65x39_caseless_mag_Tracer", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "Chemlight_green", "Chemlight_green", "HandGrenade", "HandGrenade", "SmokeShell", "SmokeShell" }; items[] = { "FirstAidKit" }; linkedItems[] = { "V_Chestrig_khk", "H_HelmetB_light", "acc_pointer_IR", "ItemCompass", "ItemGPS", "ItemMap", "ItemRadio", "ItemWatch", "NVGoggles" }; uniformClass = "U_B_CombatUniform_mcam_tshirt"; backpack = "B_Kitbag_Base"; }; class WEST3 { displayName = "Grenadier"; // Name visible in the menu icon = "\A3\weapons_F\Rifles\MX\data\UI\gear_mx_rifle_gl_X_CA.paa"; // Icon displayed next to the name // Condition must return true in order for the loadout to be displayed in the menu. // Evaluated when the menu is opened. show = "side group _this == west"; // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "arifle_MX_GL_F", "hgun_P07_F", "Binocular" }; magazines[] = { "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_green_mag_Tracer", "30Rnd_65x39_caseless_green_mag_Tracer", "30Rnd_65x39_caseless_green_mag_Tracer", "30Rnd_65x39_caseless_green_mag_Tracer", //grenades "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", //red smoke shells "1Rnd_SmokeRed_Grenade_shell", "1Rnd_SmokeRed_Grenade_shell", "1Rnd_SmokeRed_Grenade_shell", //flare shells "UGL_FlareWhite_F", "UGL_FlareWhite_F", "UGL_FlareWhite_F", //IR shells "UGL_FlareCIR_F", "UGL_FlareCIR_F", "UGL_FlareCIR_F", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "Chemlight_green", "HandGrenade", "HandGrenade", "SmokeShell" }; items[] = { "FirstAidKit" }; linkedItems[] = { "V_Chestrig_khk", "H_HelmetB_light", "optic_ACO_grn", "acc_pointer_IR", "ItemCompass", "ItemGPS", "ItemMap", "ItemRadio", "ItemWatch", "NVGoggles" }; uniformClass = "U_B_CombatUniform_mcam_tshirt"; backpack = "B_Kitbag_Base"; }; class WEST4 { displayName = "Anti-Tank"; // Name visible in the menu icon = "\A3\weapons_f\launchers\nlaw\data\UI\gear_nlaw_ca.paa"; // Icon displayed next to the name // Condition must return true in order for the loadout to be displayed in the menu. // Evaluated when the menu is opened. show = "side group _this == west"; // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "arifle_MX_F", "launch_NLAW_F", "hgun_P07_F", "Binocular" }; magazines[] = { "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_green_mag_Tracer", "30Rnd_65x39_caseless_green_mag_Tracer", "30Rnd_65x39_caseless_green_mag_Tracer", "30Rnd_65x39_caseless_green_mag_Tracer", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "NLAW_F", "NLAW_F", "NLAW_F", "Chemlight_green", "Chemlight_green", "HandGrenade", "HandGrenade", "SmokeShell", "SmokeShell" }; items[] = { "FirstAidKit" }; linkedItems[] = { "V_Chestrig_khk", "H_HelmetB_light", "optic_Holosight", "acc_pointer_IR", "ItemCompass", "ItemGPS", "ItemMap", "ItemRadio", "ItemWatch", "NVGoggles" }; uniformClass = "U_B_CombatUniform_mcam_tshirt"; backpack = "B_Kitbag_Base"; }; class WEST5 { displayName = "Medic"; // Name visible in the menu icon = "\A3\Weapons_F\Items\data\UI\gear_Medikit_CA.paa"; // Icon displayed next to the name // Condition must return true in order for the loadout to be displayed in the menu. // Evaluated when the menu is opened. show = "side group _this == west"; // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "arifle_MX_F", "hgun_P07_F", "Binocular" }; magazines[] = { "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_green_mag_Tracer", "30Rnd_65x39_caseless_green_mag_Tracer", "30Rnd_65x39_caseless_green_mag_Tracer", "30Rnd_65x39_caseless_green_mag_Tracer", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "Chemlight_green", "Chemlight_green", "HandGrenade", "HandGrenade", "SmokeShell", "SmokeShell" }; items[] = { "FirstAidKit", "FirstAidKit", "FirstAidKit", "FirstAidKit", "FirstAidKit", "Medikit" }; linkedItems[] = { "V_Chestrig_khk", "H_HelmetB_paint", "optic_Arco", "acc_pointer_IR", "ItemCompass", "ItemGPS", "ItemMap", "ItemRadio", "ItemWatch", "NVGoggles" }; uniformClass = "U_B_CombatUniform_mcam_tshirt"; backpack = "B_Carryall_ocamo"; }; class WEST6 { displayName = "Explosives"; // Name visible in the menu icon = "\A3\Weapons_f\data\UI\gear_satchel_CA.paa"; // Icon displayed next to the name // Condition must return true in order for the loadout to be displayed in the menu. // Evaluated when the menu is opened. show = "side group _this == west"; // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "arifle_MX_F", "hgun_P07_F", "Binocular" }; magazines[] = { "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_green_mag_Tracer", "30Rnd_65x39_caseless_green_mag_Tracer", "30Rnd_65x39_caseless_green_mag_Tracer", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "Chemlight_green", "HandGrenade", "SmokeShell", "ATMine_Range_Mag", "ATMine_Range_Mag", "APERSMine_Range_Mag", "APERSMine_Range_Mag", "ClaymoreDirectionalMine_Remote_Mag", "DemoCharge_Remote_Mag", "APERSBoundingMine_Range_Mag", "APERSBoundingMine_Range_Mag", "SLAMDirectionalMine_Wire_Mag", "SLAMDirectionalMine_Wire_Mag" }; items[] = { "FirstAidKit" }; linkedItems[] = { "V_Chestrig_khk", "H_HelmetB_light", "optic_Holosight", "acc_pointer_IR", "ItemCompass", "ItemGPS", "ItemMap", "ItemRadio", "ItemWatch", "NVGoggles" }; uniformClass = "U_B_CombatUniform_mcam_tshirt"; backpack = "B_Kitbag_Base"; }; class WEST7 { displayName = "Sniper"; // Name visible in the menu icon = "\A3\Weapons_F\LongRangeRifles\M320\Data\UI\gear_M320_LRR_X_CA.paa"; // Icon displayed next to the name // Condition must return true in order for the loadout to be displayed in the menu. // Evaluated when the menu is opened. show = "side group _this == west"; // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "srifle_LRR_SOS_F", "hgun_ACPC2_snds_F", "Rangefinder" }; magazines[] = { "7Rnd_408_Mag", "7Rnd_408_Mag", "7Rnd_408_Mag", "7Rnd_408_Mag", "7Rnd_408_Mag", "7Rnd_408_Mag", "7Rnd_408_Mag", "9Rnd_45ACP_Mag", "9Rnd_45ACP_Mag", "9Rnd_45ACP_Mag", "ClaymoreDirectionalMine_Remote_Mag", "ClaymoreDirectionalMine_Remote_Mag", "Chemlight_green", "Chemlight_green", "HandGrenade", "HandGrenade", "SmokeShell" }; items[] = { "FirstAidKit" }; linkedItems[] = { "V_Chestrig_khk", "ItemCompass", "ItemGPS", "ItemMap", "ItemRadio", "ItemWatch", "NVGoggles" }; uniformClass = "U_B_GhillieSuit"; }; //Green Templates//////////////////////////////////////////////////////////////////////////////////////////////////////////////////// class Green1 { displayName = "Rifleman"; // Name visible in the menu icon = "\A3\Weapons_F_beta\Rifles\MK20\Data\UI\gear_Mk20_C_X_CA.paa"; // Icon displayed next to the name // Condition must return true in order for the loadout to be displayed in the menu. // Evaluated when the menu is opened. show = "side group _this == independent"; // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "arifle_Mk20C_F", "hgun_ACPC2_F", "Binocular" }; magazines[] = { "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag_Tracer_Green", "30Rnd_556x45_Stanag_Tracer_Green", "30Rnd_556x45_Stanag_Tracer_Green", "30Rnd_556x45_Stanag_Tracer_Green", "9Rnd_45ACP_Mag", "9Rnd_45ACP_Mag", "9Rnd_45ACP_Mag", "9Rnd_45ACP_Mag", "Chemlight_green", "Chemlight_green", "HandGrenade", "HandGrenade", "SmokeShell", "SmokeShell" }; items[] = { "FirstAidKit" }; linkedItems[] = { "V_PlateCarrierIA1_dgtl", "H_Watchcap_blk", "optic_ACO_grn", "acc_pointer_IR", "ItemCompass", "ItemGPS", "ItemMap", "ItemRadio", "ItemWatch", "NVGoggles" }; uniformClass = "U_B_CombatUniform_mcam_tshirt"; backpack = "B_AssaultPack_mcamo"; }; class Green2 { displayName = "AutoRifleman"; // Name visible in the menu icon = "\A3\weapons_F\Machineguns\M200\Data\UI\gear_m200_X_CA.paa"; // Icon displayed next to the name // Condition must return true in order for the loadout to be displayed in the menu. // Evaluated when the menu is opened. show = "side group _this == independent"; // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "LMG_Mk200_F", "hgun_ACPC2_F", "Binocular" }; magazines[] = { "200Rnd_65x39_cased_Box", "200Rnd_65x39_cased_Box", "200Rnd_65x39_cased_Box", "200Rnd_65x39_cased_Box", "200Rnd_65x39_cased_Box_Tracer", "200Rnd_65x39_cased_Box_Tracer", "200Rnd_65x39_cased_Box_Tracer", "9Rnd_45ACP_Mag", "9Rnd_45ACP_Mag", "9Rnd_45ACP_Mag", "9Rnd_45ACP_Mag", "Chemlight_green", "Chemlight_green", "HandGrenade", "HandGrenade", "SmokeShell", "SmokeShell" }; items[] = { "FirstAidKit" }; linkedItems[] = { "V_PlateCarrierIA2_dgtl", "H_Watchcap_blk", "acc_pointer_IR", "ItemCompass", "ItemGPS", "ItemMap", "ItemRadio", "ItemWatch", "NVGoggles" }; uniformClass = "U_B_CombatUniform_mcam_tshirt"; backpack = "B_Kitbag_Base"; }; class Green3 { displayName = "Grenadier"; // Name visible in the menu icon = "\A3\Weapons_F_beta\Rifles\MK20\Data\UI\gear_Mk20_GL_X_CA.paa"; // Icon displayed next to the name // Condition must return true in order for the loadout to be displayed in the menu. // Evaluated when the menu is opened. show = "side group _this == independent"; // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "arifle_Mk20_GL_F", "hgun_ACPC2_F", "Binocular" }; magazines[] = { "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag_Tracer_Green", "30Rnd_556x45_Stanag_Tracer_Green", "30Rnd_556x45_Stanag_Tracer_Green", "30Rnd_556x45_Stanag_Tracer_Green", //grenades "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", //red smoke shells "1Rnd_SmokeRed_Grenade_shell", "1Rnd_SmokeRed_Grenade_shell", "1Rnd_SmokeRed_Grenade_shell", //flare shells "UGL_FlareWhite_F", "UGL_FlareWhite_F", "UGL_FlareWhite_F", //IR shells "UGL_FlareCIR_F", "UGL_FlareCIR_F", "UGL_FlareCIR_F", "9Rnd_45ACP_Mag", "9Rnd_45ACP_Mag", "9Rnd_45ACP_Mag", "9Rnd_45ACP_Mag", "Chemlight_green", "HandGrenade", "HandGrenade", "SmokeShell" }; items[] = { "FirstAidKit" }; linkedItems[] = { "V_PlateCarrierIA1_dgtl", "H_Watchcap_blk", "optic_ACO_grn", "acc_pointer_IR", "ItemCompass", "ItemGPS", "ItemMap", "ItemRadio", "ItemWatch", "NVGoggles" }; uniformClass = "U_B_CombatUniform_mcam_tshirt"; backpack = "B_Kitbag_Base"; }; class Green4 { displayName = "Anti-Tank"; // Name visible in the menu icon = "\A3\Weapons_F\launchers\RPG32\data\UI\gear_RPG32_X_CA.paa"; // Icon displayed next to the name // Condition must return true in order for the loadout to be displayed in the menu. // Evaluated when the menu is opened. show = "side group _this == independent"; // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "arifle_Mk20_F", "launch_RPG32_F", "hgun_P07_F", "Binocular" }; magazines[] = { "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag_Tracer_Green", "30Rnd_556x45_Stanag_Tracer_Green", "30Rnd_556x45_Stanag_Tracer_Green", "30Rnd_556x45_Stanag_Tracer_Green", "9Rnd_45ACP_Mag", "9Rnd_45ACP_Mag", "9Rnd_45ACP_Mag", "9Rnd_45ACP_Mag", "RPG32_F", "RPG32_F", "RPG32_F", "Chemlight_green", "Chemlight_green", "HandGrenade", "HandGrenade", "SmokeShell", "SmokeShell" }; items[] = { "FirstAidKit" }; linkedItems[] = { "V_PlateCarrierIA2_dgtl", "H_Watchcap_blk", "optic_ACO_grn", "acc_pointer_IR", "ItemCompass", "ItemGPS", "ItemMap", "ItemRadio", "ItemWatch", "NVGoggles" }; uniformClass = "U_B_CombatUniform_mcam_tshirt"; backpack = "B_Kitbag_Base"; }; class Green5 { displayName = "Medic"; // Name visible in the menu icon = "\A3\Weapons_F\Items\data\UI\gear_Medikit_CA.paa"; // Icon displayed next to the name // Condition must return true in order for the loadout to be displayed in the menu. // Evaluated when the menu is opened. show = "side group _this == independent"; // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "arifle_Mk20C_F", "hgun_ACPC2_F", "Binocular" }; magazines[] = { "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag_Tracer_Green", "30Rnd_556x45_Stanag_Tracer_Green", "30Rnd_556x45_Stanag_Tracer_Green", "30Rnd_556x45_Stanag_Tracer_Green", "9Rnd_45ACP_Mag", "9Rnd_45ACP_Mag", "9Rnd_45ACP_Mag", "9Rnd_45ACP_Mag", "Chemlight_green", "Chemlight_green", "HandGrenade", "HandGrenade", "SmokeShell", "SmokeShell" }; items[] = { "FirstAidKit", "FirstAidKit", "FirstAidKit", "FirstAidKit", "FirstAidKit", "Medikit" }; linkedItems[] = { "V_PlateCarrierIA1_dgtl", "H_Watchcap_blk", "optic_ACO_grn", "acc_pointer_IR", "ItemCompass", "ItemGPS", "ItemMap", "ItemRadio", "ItemWatch", "NVGoggles" }; uniformClass = "U_B_CombatUniform_mcam_tshirt"; backpack = "B_Carryall_ocamo"; }; class Green6 { displayName = "Explosives"; // Name visible in the menu icon = "\A3\Weapons_f\data\UI\gear_satchel_CA.paa"; // Icon displayed next to the name // Condition must return true in order for the loadout to be displayed in the menu. // Evaluated when the menu is opened. show = "side group _this == independent"; // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "arifle_Mk20C_F", "hgun_ACPC2_F", "Binocular" }; magazines[] = { "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag_Tracer_Green", "30Rnd_556x45_Stanag_Tracer_Green", "30Rnd_556x45_Stanag_Tracer_Green", "30Rnd_556x45_Stanag_Tracer_Green", "9Rnd_45ACP_Mag", "9Rnd_45ACP_Mag", "9Rnd_45ACP_Mag", "9Rnd_45ACP_Mag", "Chemlight_green", "HandGrenade", "SmokeShell", "ATMine_Range_Mag", "ATMine_Range_Mag", "APERSMine_Range_Mag", "APERSMine_Range_Mag", "ClaymoreDirectionalMine_Remote_Mag", "DemoCharge_Remote_Mag", "APERSBoundingMine_Range_Mag", "APERSBoundingMine_Range_Mag", "SLAMDirectionalMine_Wire_Mag", "SLAMDirectionalMine_Wire_Mag" }; items[] = { "FirstAidKit" }; linkedItems[] = { "V_PlateCarrierIA1_dgtl", "H_Watchcap_blk", "optic_ACO_grn", "acc_pointer_IR", "ItemCompass", "ItemGPS", "ItemMap", "ItemRadio", "ItemWatch", "NVGoggles" }; uniformClass = "U_B_CombatUniform_mcam_tshirt"; backpack = "B_Kitbag_Base"; }; class Green7 { displayName = "Sniper"; // Name visible in the menu icon = "\A3\Weapons_F\LongRangeRifles\GM6\Data\UI\gear_gm6_X_CA.paa"; // Icon displayed next to the name // Condition must return true in order for the loadout to be displayed in the menu. // Evaluated when the menu is opened. show = "side group _this == independent"; // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "srifle_GM6_SOS_F", "hgun_ACPC2_snds_F", "Rangefinder" }; magazines[] = { "5Rnd_127x108_Mag", "5Rnd_127x108_Mag", "5Rnd_127x108_Mag", "5Rnd_127x108_Mag", "5Rnd_127x108_Mag", "5Rnd_127x108_Mag", "5Rnd_127x108_Mag", "9Rnd_45ACP_Mag", "9Rnd_45ACP_Mag", "9Rnd_45ACP_Mag", "ClaymoreDirectionalMine_Remote_Mag", "ClaymoreDirectionalMine_Remote_Mag", "Chemlight_green", "Chemlight_green", "HandGrenade", "HandGrenade", "SmokeShell" }; items[] = { "FirstAidKit" }; linkedItems[] = { "V_ChestrigF_oli", "ItemCompass", "ItemGPS", "ItemMap", "ItemRadio", "ItemWatch", "NVGoggles" }; uniformClass = "U_I_GhillieSuit"; }; //End config }; Share this post Link to post Share on other sites
kylania 568 Posted July 24, 2013 You can also use predefined cfgVehicle unit loadouts. Or other solutions like VAS or custom gear respawn options. Or load gear based on respawn eventhandlers instead of this menu. Or simply wait for them to add in the "respawn with what you had" feature they are planning on. Lots of options. :) Share this post Link to post Share on other sites