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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.

200px-A3_missionOverview.jpg200px-A3_loading_mission.jpg200px-A3_notification.jpg200px-A3_commMenu.jpg200px-A3_respawnSelectPosition.jpg200px-A3_respawnSelectInventory.jpg200px-A3_closingShot.jpg200px-A3_debriefing.jpg

Edited by Moricky
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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!

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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:

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it says loadscreen 'must be in PAA' but iv've been using a JPG for months now :)

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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.

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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.

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Yeah, confirmed on both counts. There is much more space for overview text in the MP overview window than in SP.

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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.

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Added info about newly added respawn menu for selecting position and loadout.

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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?

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Not currently, but adding an ability to restore the death loadout is on my list ;)

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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 by Exentenzed

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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 ;)

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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)

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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.

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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

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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
};







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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. :)

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