Nores 10 Posted June 29, 2013 (edited) So I made a four players stealth mission with no respawn. I use this in Playable unit init. null = [this] execVM "loadout_recon.sqf"; this addeventhandler ["respawn","_this execVM 'loadout_recon.sqf'"]; No problem there, the first time we start the mission we load with the gear I selected. Problem start when we restart the mission after all dying / failling the mission. What happen is when I restart the mission my friends zone in game they dont have the init loadout I gave them. Instead they have whatever class there toon is (ex: explosive specialist , riffleman). It doesnt matter if i remake game or exit my client. It still does not load the gear for them (note that this never happen for my character). Bassically once we restart the mission once we are screwed. Only way we found to fix this is for them to leave ArmA3 client and restart it. As for me I never get the wrong loadout bug. All player have the same 'loadout_recon.sqf'. It only does it when we restart a mission and player dont leave the client after failing a mission. Even if they leave my multiplayer game it still does it. Now I need to figure out if this is a bug caused by me or the game. O_O Maybe someone can try to reproduce this? Sorry for my english, hope its clear enough. Ask me question! Here is the loadout I use waitUntil {!isNull player}; //to prevent MP / JIP issues _unit = _this select 0; removeallassigneditems _unit; removeallcontainers _unit; removeallweapons _unit; removebackpack _unit; removeuniform _unit; removevest _unit; // Headgear, Uniform & Vest _unit addheadgear "H_Cap_blk"; _unit adduniform "U_IG_Menelaos"; _unit addvest "V_TacVest_blk"; _unit addbackpack "B_Kitbag_Base"; // Trinkets _unit additem "FirstAidKit"; _unit additem "FirstAidKit"; _unit additem "FirstAidKit"; _unit additem "FirstAidKit"; _unit additem "FirstAidKit"; _unit additem "NVGoggles"; _unit additem "itemgps"; _unit additem "itemwatch"; _unit additem "ItemMap"; _unit additem "itemRadio"; _unit additem "Itemcompass"; _unit assignItem "NVGoggles"; _unit assignitem "itemgps"; _unit assignitem "itemwatch"; _unit assignItem "ItemMap"; _unit assignItem "ItemRadio"; _unit assignItem "Itemcompass"; // weapons, attatchments & ammo _unit addmagazine "DemoCharge_Remote_Mag"; _unit addmagazine "DemoCharge_Remote_Mag"; _unit addmagazine "DemoCharge_Remote_Mag"; _unit addmagazine "DemoCharge_Remote_Mag"; _unit addmagazine "DemoCharge_Remote_Mag"; _unit addmagazine "30Rnd_556x45_Stanag"; _unit addmagazine "30Rnd_556x45_Stanag"; _unit addmagazine "30Rnd_556x45_Stanag"; _unit addmagazine "30Rnd_556x45_Stanag"; _unit addmagazine "30Rnd_556x45_Stanag"; _unit addmagazine "30Rnd_556x45_Stanag"; _unit addmagazine "30Rnd_556x45_Stanag"; _unit addmagazine "30Rnd_556x45_Stanag"; _unit addmagazine "30Rnd_556x45_Stanag"; _unit addmagazine "30Rnd_556x45_Stanag"; _unit addweapon "arifle_Mk20_F"; _unit addPrimaryWeaponItem "optic_Hamr"; _unit addPrimaryWeaponItem "acc_pointer_IR"; _unit addPrimaryWeaponItem "muzzle_snds_M"; _unit addweapon "hgun_Rook40_F"; _unit addmagazine "16Rnd_9x21_Mag"; if(true) exitWith{}; Edited June 29, 2013 by Nores Share this post Link to post Share on other sites
samatra 85 Posted June 29, 2013 Try to add enableSaving [false, false]; into init.sqf and see if it will help. Share this post Link to post Share on other sites
Nores 10 Posted June 30, 2013 (edited) aaaaaaaaaaaaaaaand its fixed! Thx a lot bro. Edit: Actually it still does it, I decided to remove the loadout and just start with explosive specialist, picking up what i ened in supply box O_O Edited June 30, 2013 by Nores Share this post Link to post Share on other sites