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bangabob

Respawn Inventory battle-eye Kick

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Hi. This is a PSA for anyone thinking about using the new ArmA 3 respawn inventory system.

After spending several hours testing (Using my personal Dedi-server) and setting up weapon pre-sets, i stuck my mission on a battle-eye protected dedicated server.

Behold

<16:27:37> PLAYER () has been kicked by BattlEye: AddMagazineCargo Count Restriction

So basically it doesn't work with battle-eye. Hopefully BI fix this soon but i thought i should let everyone know so they can avoid my fate. (Of wasting several hours)

In case your wondering how to use the function and don't intend on using it on a battle-eye server.

Init.sqf

[east, "EAST1"] call BIS_fnc_addRespawnInventory;
[east, "EAST2"] call BIS_fnc_addRespawnInventory;
[east, "EAST3"] call BIS_fnc_addRespawnInventory;
[east, "EAST4"] call BIS_fnc_addRespawnInventory;
[east, "EAST5"] call BIS_fnc_addRespawnInventory; 

Description.ext

respawn = 3;
RespawnDelay = 10;
respawnTemplatesEast[] = {"MenuInventory"};

class CfgRespawnInventory
{
class EAST1
{
	displayName = "Light"; // Name visible in the menu
	icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\private_gs.paa"; // Icon displayed next to the name

	// Loadout definition, uses same entries as CfgVehicles classes
	weapons[] = {
		"arifle_Katiba_F",
		"Binocular"
	};
	magazines[] = {
		"30Rnd_65x39_caseless_green",
		"30Rnd_65x39_caseless_green",
		"30Rnd_65x39_caseless_green",
		"30Rnd_65x39_caseless_green",
		"30Rnd_65x39_caseless_green",
		"30Rnd_65x39_caseless_green",
		"SmokeShell"
	};
	items[] = {
		"FirstAidKit"
	};
	linkedItems[] = {
		"V_HarnessO_brn",
		"H_Watchcap_blk",
		"optic_Aco",
		"acc_flashlight",
		"ItemMap",
		"ItemCompass",
		"ItemWatch",
		"ItemRadio"
	};
	uniformClass = "U_O_SpecopsUniform_ocamo";
	backpack = "";
};
class EAST2
{
	displayName = "Medium"; // Name visible in the menu
	icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\corporal_gs.paa"; // Icon displayed next to the name

	// Loadout definition, uses same entries as CfgVehicles classes
	weapons[] = {
		"arifle_TRG21_F",
		"Binocular"
	};

	magazines[] = {
		"30Rnd_556x45_Stanag_Tracer_Green",
		"30Rnd_556x45_Stanag_Tracer_Green",
		"30Rnd_556x45_Stanag_Tracer_Green",
		"30Rnd_556x45_Stanag_Tracer_Green",
		"30Rnd_556x45_Stanag_Tracer_Green",
		"30Rnd_65x39_caseless_green",
		"SmokeShell"
	};
	items[] = {
		"FirstAidKit"
	};
	linkedItems[] = {
		"V_TacVest_khk",
		"H_HelmetO_ocamo",
		"optic_Arco",
		"acc_pointer_IR",
		"ItemMap",
		"ItemCompass",
		"ItemWatch",
		"ItemRadio"
	};

	uniformClass = "U_O_CombatUniform_ocamo";
	backpack = "B_FieldPack_cbr_LAT";
};
class EAST3
{
	displayName = "Heavy"; // Name visible in the menu
	icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa"; // Icon displayed next to the name

	// Loadout definition, uses same entries as CfgVehicles classes
	weapons[] = {
		"LMG_Zafir_F",
		"Binocular"
	};
	magazines[] = {
		"150Rnd_762x51_Box",
		"150Rnd_762x51_Box",
		"150Rnd_762x51_Box",
		"150Rnd_762x51_Box",
		"SmokeShell"
	};
	items[] = {
		"FirstAidKit"
	};
	linkedItems[] = {
		"V_PlateCarrier1_blk",
		"H_Booniehat_ocamo",
		"optic_Aco",
		"acc_pointer_IR",
		"ItemMap",
		"ItemCompass",
		"ItemWatch",
		"ItemRadio"
	};
	uniformClass = "U_O_CombatUniform_ocamo";
};
class EAST4
{
	displayName = "AT Specialist"; // Name visible in the menu
	icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\captain_gs.paa"; // Icon displayed next to the name

	// Loadout definition, uses same entries as CfgVehicles classes
	weapons[] = {
		"arifle_Katiba_C_ACO_pointer_F",
		"launch_Titan_short_F",
		"Binocular"
	};

	magazines[] = {
	"30Rnd_65x39_caseless_green",
	"30Rnd_65x39_caseless_green",
	"30Rnd_65x39_caseless_green",
	"30Rnd_65x39_caseless_green",
	"30Rnd_65x39_caseless_green",
	"30Rnd_65x39_caseless_green",
	"30Rnd_65x39_caseless_green",
	"Titan_AT",
	"HandGrenade",
	"SmokeShell"
	};
	items[] = {
		"FirstAidKit"
	};
	linkedItems[] = {
		"V_HarnessO_gry",
		"H_HelmetO_ocamo",
		"optic_Aco",
		"acc_pointer_IR",
		"ItemMap",
		"ItemCompass",
		"ItemWatch",
		"ItemRadio"
	};
	uniformClass = "U_O_CombatUniform_ocamo";
	backpack = "B_FieldPack_cbr_AT";
};
class EAST5
{
	displayName = "Marksman"; // Name visible in the menu
	icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\major_gs.paa"; // Icon displayed next to the name

	// Loadout definition, uses same entries as CfgVehicles classes
	weapons[] = {
	"srifle_GM6_SOS_F",
	"hgun_Rook40_snds_F",
	"Throw","Put",
	"Rangefinder"};

	magazines[] = {"5Rnd_127x108_Mag",
		"5Rnd_127x108_Mag",
		"5Rnd_127x108_Mag",
		"5Rnd_127x108_Mag",
		"5Rnd_127x108_Mag",
		"5Rnd_127x108_Mag",
		"16Rnd_9x21_Mag",
		"16Rnd_9x21_Mag",
		"16Rnd_9x21_Mag",
		"SmokeShell",
		"SmokeShellRed"
		};

	items[] = {
		"FirstAidKit"
	};

	linkedItems[] = {
	"V_TacVest_brn",
	"NVGoggles",
	"ItemGPS",
	"ItemMap",
	"ItemCompass",
	"ItemWatch",
	"ItemRadio"};

	uniformClass = "U_O_GhillieSuit";
	backpack = "";
};
}; 

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Well hopefully this issue will get sorted out else I've wasted a few hours myself :p

Thanks for the heads up!!

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It's probably a poorly worded error message complaining that you're giving miscolored non-matching BLUFOR NVGoggles to EAST units instead of their motherland approved NVGoggles_OPFOR they love so dearly. :)

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