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neko_len

Possibly a dumb question...

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First off, thanks to those who answered my questions a couple days ago.

I have decided on setting for the mod some friends and I are making. Fictional world, and protag nation is pretty much Japan.

I found the battle over Hokkaido mod, played some, and found it great. It also has some resources that would be a great boon to the project. Basically the BOH mod will be required to run mine.

Slight problem though: almost none of the units or in fact anything show up in the editor. only BOH/air and BOH/vehicles show up as unit type. Is there a way to get these to actually show up? I am using BOH 1.46, and my version of game is ArmA:CWA for steam.

I really want to use BOH as a resource (again, I stress, no BOH resource files will be in the mod itself, i would just make it so having BOH and having it activated would be required).

If BOH is set up so that the authors don't want it used at all, I am fine with that. I will just find alternatives. But the content is so good and perfectly fitting, it would be a great asset. Note i run the campaigns with it just fine.

And second, really dumb question: I have read through alot of FAQs, and am having trouble finding out how to assign gear to placed units, other than what they start with. How is this done? I remember awhile back i tried messing with ArmA:Combat Operations editor (very,very briefly), and reading somewhere i have to enter it manually in the initialization line. Is it the same, so that id have to enter the references manually?

and once again, thank you for your time and patience.

edit: sorry, i was being blind. the JSDF stuff is under resistance. question about gear still stands though.

Edited by Neko_Len
found answer

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hi,

Have a look to all those commands:

https://community.bistudio.com/wiki/removeAllWeapons

https://community.bistudio.com/wiki/removeWeapon

https://community.bistudio.com/wiki/addWeapon

https://community.bistudio.com/wiki/removeMagazine

https://community.bistudio.com/wiki/removeMagazines

https://community.bistudio.com/wiki/addMagazine

To know what type of unit and what are his weapons type this in its init field

hint format ["type of this vehicle:\n\n%1\n\n\n\nweapons:\n\n%2\n\n\n\nmagazines:\n\n%3",typeof this,weapons this,magazines this]

Better to use a script if you want to change a lot of unit's gear or it will affect your mission loading time and it will be very long to code and be very boring to change.

Change_gear.sqs

;************************************
;Change Gear Script By Nikiller v0.9b
;contact: nikillerofp@hotmail.fr
;[unitName] exec "scriptName.sqs"
;************************************

_u = _this select 0

_m = magazines _u
_w = weapons _u
_r = "rearm"

{_u removeMagazine _x} foreach _m
{_u removeWeapon _x} foreach _w

; MAGS
_AKm    = "AK74"
_bizm   = "BizonMag"
_pkm    = "PK"
_lawm   = "RPGLauncher"
_svdm   = "SVDDragunov"
_hem    = "HandGrenade"
_skorm  = "Skorpionmag"

;WEAPONS
_AK    = "AK74"
_biz   = "Bizon"
_pk    = "PK"
_law   = "RPGLauncher"
_svd   = "SVDDragunov"
_skor  = "Skorpion"

;EQUIPMENT
_bino = "Binocular"
_nvg  = "NVGoggles"

_m = []
_w = []

_typeof = typeOf _u
goto _typeof

#OfficerEHG
_m = [_AKm,_AKm,_AKm,_AKm,_AKm,_AKm,_AKm,_AKm,_he,_he,_skorpm,_skorpm,_skorpm,_skorpm]
_w = [_AK,_skorp,_bino,_nvg]
goto _r

#SoldierEB
_m = [_AKm,_AKm,_AKm,_AKm,_AKm,_AKm,_AKm,_AKm,_he,_he,_skorpm,_skorpm,_skorpm,_skorpm]
_w = [_AK,_skorp,_bino,_nvg]
goto _r

#SoldierEMG
_m = [_pkm,_pkm,_pkm,_pkm,_pkm,_skorpm,_skorpm,_skorpm,_skorpm]
_w = [_pk,_skorp,_bino,_nvg]
goto _r

#SoldierELAW
_m = [_AKm,_AKm,_AKm,_AKm,_law,_law,_law,_skorpm,_skorpm,_skorpm,_skorpm]
_w = [_AKm,"RPGLauncher",_skorp,_bino,_nvg]
goto _r

#SoldierEMedic
_m = [_bizm,_bizm,_bizm,_bizm,_skorpm,_skorpm,_skorpm,_skorpm]
_w = [_biz,_skorp,_bino,_nvg]
goto _r

#SoldierECrew
_m = [_AKm,_AKm,_AKm,_AKm,_AKm,_AKm,_AKm,_AKm,_he,_he,_skorpm,_skorpm,_skorpm,_skorpm]
_w = [_AK,_skorp,_bino,_nvg]
goto _r

#SoldierEMiner
_m = [_AKm,_AKm,_AKm,_AKm,_AKm,_AKm,_AKm,_AKm,_he,_he,_skorpm,_skorpm,_skorpm,_skorpm]
_w = [_AK,_skorp,_bino,_nvg]
goto _r

#SoldierESniper
_m = [_svdm,_svdm,_svdm,_svdm,_skorpm,_skorpm,_skorpm,_skorpm]
_w = [_svd,_skorp,_bino,_nvg]
goto _r

#rearm
{_u addMagazine _x} forEach _m
{_u addWeapon _x} forEach _w
_u selectWeapon primaryweapon _u

exit

You need a bit of scripting knowledge to use this script but it is very flexible, reliable and performance friendly. This script has been tested in a lot of missions with more than 20 players.

cya.

Nikiller.

Edited by Nikiller

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thank you. This seems like a fun, and frustrating engine to work with. bee seeing you.

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