OrnateCocoapuff 10 Posted September 12, 2013 Hello, So I am trying to add a weapon and some ammunition to a unit's backpack, and I'm not sure what the script for that would be. Any help is appreciated, Thanks. Share this post Link to post Share on other sites
kylania 568 Posted September 12, 2013 this addBackpack "B_AssaultPack_blk"; (unitBackpack this) addWeaponCargoGlobal ["arifle_TRG21_MRCO_F", 1]; (unitBackpack this) addMagazineCargoGlobal ["30Rnd_556x45_Stanag", 4]; Share this post Link to post Share on other sites
OrnateCocoapuff 10 Posted September 12, 2013 addweaponcargoglobal: Type string, expected array? Share this post Link to post Share on other sites
kylania 568 Posted September 13, 2013 Yup, you need to feed it an array like I did, not just the weapon name. If you want to add a single rifle it's: (unitBackpack this) addWeaponCargoGlobal [color="#FF0000"][[/color]"arifle_TRG21_MRCO_F"[color="#FF0000"], 1][/color]; Share this post Link to post Share on other sites
EL_LEJI 13 Posted September 21, 2013 (edited) Yup, you need to feed it an array like I did, not just the weapon name. If you want to add a single rifle it's: (unitBackpack this) addWeaponCargoGlobal [color="#FF0000"][[/color]"arifle_TRG21_MRCO_F"[color="#FF0000"], 1][/color]; Hi kylania work fine for me in the init but I have a problem with my SQF respawn, the Backpack is empty when respawn. Can you help me please. thanks. I have this in the init: null = [this] execVM "loadout1.sqf"; this addeventhandler ["respawn","_this execVM 'loadout1.sqf'"]; and this is the sqf: //_loadout1.sqf waitUntil {!isNull player}; _unit = _this select 0; //_Remove Items removeallassigneditems _unit; removeallcontainers _unit; removeallweapons _unit; //_Gear _unit addBackPack "B_Kitbag_mcamo"; (unitBackpack this) addMagazineCargoGlobal ["AV_200Rnd_556x45", 4]; (unitBackpack this) additemCargoGlobal ["optic_MRCO", 1]; (unitBackpack this) addWeaponCargoGlobal ["av_m249_mrco", 1]; _unit addUniform "AV_CombatUniform1_OCP"; _unit addvest "AV_PlateCarrier2_OCP"; _unit addheadgear "H_Booniehat_mcam"; _unit addGoggles "shemagh_neckD"; //_Items _unit addweapon "itemcompass"; _unit addweapon "itemmap"; _unit addweapon "itemwatch"; //_Weapons _unit addweapon "RHARD_M4DDRPD_F"; _unit addweapon "hgun_P07_snds_F"; _unit addPrimaryWeaponItem "Muzzle_MK18D_L"; _unit addPrimaryWeaponItem "optic_Arco"; _unit addPrimaryWeaponItem "PEQ15_A3_Top"; _unit addmagazines ["30Rnd_556x45_Stanag", 10]; _unit addmagazines ["16Rnd_9x21_Mag", 3]; if(true) exitWith{}; Edited September 21, 2013 by Thor632 Share this post Link to post Share on other sites
kylania 568 Posted September 21, 2013 Change (unitBackpack this) to (unitBackpack _unit) You can also remove that last if true exit with line. That does nothing in SQF. Share this post Link to post Share on other sites
EL_LEJI 13 Posted September 21, 2013 Change (unitBackpack this) to (unitBackpack _unit)You can also remove that last if true exit with line. That does nothing in SQF. Perfect!!!!! you are my hero :292: Thank you so much kylania. Share this post Link to post Share on other sites
Nemanjic 71 Posted January 25, 2017 hello, I need to add backpack like this one "O_UAV_01_backpack_F" but to be Empty! I don't need UAV functionality just a model of that bag with loadable space for other thing like every other backpack. Is it possible ? Thank you Share this post Link to post Share on other sites
M1ke_SK 230 Posted January 26, 2017 _unit addItemToBackpack "ToolKit"; wiki: addItemToBackpack Share this post Link to post Share on other sites
Nemanjic 71 Posted January 26, 2017 Thank you M1ke but maybe i am not good explain what i want. I need bag to look like (just look like) to UAVbag ( "O_UAV_01_backpack_F" ) but without functionality of that. Just need to be empty bag with loadable space so i can put other things like in every other backpack via command addItemToBackpack. Sorry on my English and thank you sir. I tried to search in classnames to find that bag by picture and hope to add it empty model but can't find.. Also tried to find by name but only i can find with UAV functionality Share this post Link to post Share on other sites
avibird 1 154 Posted January 27, 2017 Why mess with all the simple code in the unit init just go into the new Editor what you want the unit to have very simple no code point to click. Share this post Link to post Share on other sites
Nemanjic 71 Posted January 27, 2017 I don't understand. It can't be done in editor/arsenal or what else. It has to be scripted some way Share this post Link to post Share on other sites
Belbo 462 Posted January 27, 2017 No, you have to build an addon that creates a new object with the model and texture of the uav backpack. There's no way to have a new backpack in the game by scripting. Share this post Link to post Share on other sites
Nemanjic 71 Posted January 27, 2017 So i can't kick out UAV functionality and have clean empty bag? Okay, thank you for answer guys, so what am I to do? Ask someone to make addon? At least, maybe this thread can help someone and save his time. Share this post Link to post Share on other sites
Beerkan 71 Posted January 27, 2017 39 minutes ago, Petifer said: ... so what am I to do? Ask someone to make addon? At least, maybe this thread can help someone and save his time. Use a different backpack. Anyone of the "backpacks" shown on this page, Arma 3 Items list (excluding the UAV, Mortar & Static machine guns) One of the "Carryall" class should big enough for you. Share this post Link to post Share on other sites
Nemanjic 71 Posted January 27, 2017 Yes yes, i already using carryall and bergain but model of UAVbag is just perfect what i need for spec units... ..model size, colour camuflage etc.. Btw, i use this script simple paraDrop and thank you for it :D Share this post Link to post Share on other sites