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Fuzzy Bandit

MenuInventory vehicle usage

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Using the fantastic MenuInventory respawn template, I can easily define a "vehicle" that I wish to steal some gear from to use as my respawned player's load-out.

What would be ideal, though, is if using this option actually changed the player's vehicle. At the moment, players could be kitted out like a sniper but still, upon another friendly player looking at them, be marked as a "Rifleman".

Would this be a planned feature or is there a reason it isn't already implemented? I'm sure I could fiddle around and get it working this way for myself, but, as Moricky said somewhere, it's not a great idea to create "custom" versions of these functions seeing as they're updated in most patches.

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The inventory menu isn't supposed to change the object of the player though. The "vehicle" thing you're talking about is just using the preset equipment for a specific cfgVehicle defined unit, not turning someone into a sniper or whatever. Just lets you have a sniper loadout without typing all the equipment out by hand.

Also shouldn't a 14ft long sniper rifle (and the pilot helmet and AT launcher on the back of course) be enough of a hint that someone is a "sniper" regardless of what a momentary tooltip says?

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The inventory menu isn't supposed to change the object of the player though.

I know that; I'm suggesting it might be a good idea if it did. The issue isn't necessarily appearances. In my particular case, I was wanting to use conditionals based on player models ("B_soldier_F", "B_medic_F" etc), though to do so I have to use setVariable/getVariable to assign player "roles".

I'm aware of the current functionality of the function and the "vehicle" parameter; I'm suggesting it might be a good idea to extend it. :)

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