SpaydCBR 11 Posted May 15, 2013 I'm using the following on my characters init: removeallweapons this; this addweapon "arifle_MX_f"; this addPrimaryWeaponItem "muzzle_snds_H"; this addPrimaryWeaponItem "optic_Arco"; this addPrimaryWeaponItem "acc_pointer_IR"; {this addmagazine "30Rnd_65x39_caseless_mag_Tracer"} forEach [1,2,3,4,5,6,7,8]; this addweapon "hgun_P07_snds_F"; {this addmagazine "16Rnd_9x21_Mag"} forEach [1,2,3,4]; this addWeapon "NVGoggles"; and it works except for a couple of small problems: 1- NVGs work but the model is missing. When I check the inventory I get an error saying "Picture\a3\weapons_f\data\ui\gear_x_ca.paa not found". When I use this addItem "NVGoggles" I will see it in my inventory but I'd have to equip it myself. I just want the NVGs to be in my inventory and equipped at the start of the mission. 2- I get all the magazines but I have to load one at the start of the mission. How do I make the rifle already loaded with the first mag at the start of the mission? Share this post Link to post Share on other sites
chortles 263 Posted May 15, 2013 For #2, add the magazines and then the weapon. Share this post Link to post Share on other sites
fully 1 Posted May 15, 2013 this additem "nvgoggles"; this assignitem "nvgoggles"; Share this post Link to post Share on other sites
SpaydCBR 11 Posted May 15, 2013 thank you guys, you have solved both problems :) Share this post Link to post Share on other sites
chortles 263 Posted May 15, 2013 Welcome; I actually came across the bit with NVGs but I didn't recall the exact method, glad that Fully answered that one. :) For what it's worth, my usual method on the weapons and ammo with your given weapons and ammo would be: removeallweapons this; this addMagazines ["30Rnd_65x39_caseless_mag", 8]; this addWeapon "arifle_MX_ARCO_point_F"; this addPrimaryWeaponItem "muzzle_snds_H"; this addMagazines ["16Rnd_9x21_mag", 4]; this addWeapon "hgun_P07_snds_F"; Although I read on the BIWiki that "{this addmagazine "16Rnd_9x21_Mag"} forEach [1,2,3,4];" would be used "to execute a single command multiple times without respect to the array items", I don't understand just what exactly this does differently in Arma 3 from what I used? Also, is there a particular reason why you chose to manually add the ARCO and the IR Laser Pointer instead of doing what I did (and as you did with the suppressed P07) which was to use the pre-made combo that had its own classname? Share this post Link to post Share on other sites
SpaydCBR 11 Posted May 15, 2013 First of all doesn't this addMagazines ["30Rnd_65x39_caseless_mag", 8]; just give you one magazine with 8 rounds in it? i remember trying that once. Second, for the rifle there is no difference, i just had trouble finding the classnames for the exact rifle i wanted. Share this post Link to post Share on other sites
mindstorm 8 Posted May 15, 2013 http://community.bistudio.com/wiki/addMagazines It adds the amount of magazines. Not 1 with x rounds. This adds a magazine with x rounds: player addMagazine ["30Rnd_556x45_STANAG", 15]; http://community.bistudio.com/wiki/addMagazine_array Share this post Link to post Share on other sites
SpaydCBR 11 Posted May 15, 2013 Ah I see, good to know Share this post Link to post Share on other sites
2nd ranger 282 Posted May 15, 2013 addMagazine ["30Rnd_65x39_caseless_mag", 8] gives you one mag with 8 rounds, addMagazines ["30Rnd_65x39_caseless_mag", 8] gives you 8 mags. EDIT: Ninja'd Share this post Link to post Share on other sites
soolie 189 Posted May 20, 2013 addmagazines before addweapon to start with the weapon already loaded! Share this post Link to post Share on other sites
Freebie 10 Posted May 21, 2013 (edited) I've built a mission template folder for when myself and a few mates do our MP missions. In there I have a scripts folder where the scripts go which include a gear loadout for each of the playable units.... This one's for the Medic... //MEDIC //place in init line of unit:- null0 = this execVM "Scripts\U2_kit.sqf"; waituntil {time>0}; removeAllWeapons _this; removeAllItems _this; removeUniform _this; removeVest _this; removeBackPack _this; _this unassignItem "NVGoggles"; _this removeItem "NVGoggles"; _this adduniform "U_B_CombatUniform_mcam_vest"; _this addvest "V_TacVest_khk"; _this addBackpack "B_FieldPack_ocamo"; //ADD WEAPON & AMMO //_this addmagazines ["30Rnd_65x39_caseless_mag",6]; //_this addweapon "arifle_MX_F"; //_this addWeapon "arifle_MXC_F"; //_this addMagazines ["30Rnd_65x39_case_mag",6]; //_this addWeapon "arifle_TRG20_F"; //_this addWeapon "arifle_TRG21_F"; //ADD WEAPON ATTACHMENTS //_this addPrimaryWeaponItem "optic_Arco"; //_this addPrimaryWeaponItem "optic_Hamr"; //_this addPrimaryWeaponItem "muzzle_snds_H"; //_this addPrimaryWeaponItem "acc_pointer_IR"; //_this addPrimaryWeaponItem "acc_flashlight"; //ADD EQUIPMENT //_this addItem "ItemGPS"; //_this addWeapon "Binocular"; //_this addItem "MediKit"; //FOR NVG's DELETE FROM REMOVE LIST AT TOP //ADD ORDNANCE - SMOKE - FLARES //_this addMagazines ["DemoCharge_Remote_Mag",1]; //_this addMagazines ["SatchelCharge_Remote_Mag",1]; //_this addMagazines ["HandGrenade",2]; //_this addmagazines ["SmokeShellRed",1]; ^As it is now the player will start with uniform, helmet, vest, backpack and basic gear such as radio and map. This is the way we start when from a base where I have an ammo crate running a script with all sorts of gear to choose from. I like the idea of starting fresh with no weapons and items on you. But when we start a mission on the go I just remove the backslashes on the gear I want them to have, alter the numbers of items or magazines if I want. Boom, done. It's all very neat, quick and easy. Edited May 25, 2013 by Freebie Share this post Link to post Share on other sites