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SpaydCBR

How do you equip magazines and NVGs?

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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?

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this additem "nvgoggles";

this assignitem "nvgoggles";

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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?

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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.

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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

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addmagazines before addweapon to start with the weapon already loaded!

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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 by Freebie

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