crazydeviant 1 Posted October 5, 2013 Greetings, This is my first post here, and though I've found many useful tips on my own, and have made quite elaborate missions so far, a friend of mine recently gave me a question that I personally would love to know for my own purposes as well. Arma III's editor is quite amazing, and I've loved the new flexibility it gives. However, I've found that it doesn't make it easy at all to create custom loadouts. From what I've seen, you can place a preset infantry unit, then you have to individually add coding to a unit to give it its own loadout, coding that is quite lengthy and tedious to replicate. What my friend wanted to do is to create a simple add-on using existing resources so that way all he would have to do is to code the custom loadouts into a few templates, then select and place his units as if they were default units, without having to code the loadouts individually per unit placed. However, doing so would make his mission inaccessible to anyone except those with the add-on. What I'm hoping, is to find a way to either make it simple to customize infantry units, or to take it a step further and make it that you can place units in a click-only method that doesn't require an add-on. As a last resort, I've considered creating an external javascript application and make a loadout generator, but I'm hoping you guys have something in mind that would work a lot better, so that way making custom loadouts is as simple as selecting a few options, and placing them. Thanks! :) Share this post Link to post Share on other sites
kylania 568 Posted October 5, 2013 This again? Six lines of code. Six. removeAllWeapons this; _muzzle = [this, "srifle_EBR_ARCO_pointer_snds_F", 11] call BIS_fnc_addWeapon; this addPrimaryWeaponItem "optic_Nightstalker"; _muzzle = [this, "hgun_ACPC2_snds_F", 6] call BIS_fnc_addWeapon; this addmagazines ["smokeshell", 4]; this addmagazines ["handgrenade", 5]; Or use preset units, there's a LOT of weapon combos represented by default units. Share this post Link to post Share on other sites
cuel 25 Posted October 5, 2013 Well what you're saying first is really easy. Either do it as kylania suggests or code it into a function then call the function from your unit. On the topic of external proigrams, A2 had LEA which was great for this. Hold your thumbs that it's coming for A3. Share this post Link to post Share on other sites
CH_SwissWolf 1 Posted October 5, 2013 (edited) Hi all, first of all sorry for any possible (and sure) errors and to have an "usual noob question" too but i'm starting into the Arma3 mission editing. I "haven't problems" to make a personal loadout, and I've make a basic sqf function to assign this loadout but when I test the mission on the dedicate server I have this problems: On the Init of my unit I have [this] call compile preprocessFileLineNumbers "MyScriptsFolder\my_loadout.sqf"; - I start without the uniform and with an empty backpack (breather ok, the backpack is setted via my loadout script too), but I have my initial weapons, map, clock, radio,... (well, all the 'basic' items seems work and are setted into the slot): Over line Edit: - I start without the uniform: removeallweapons _unit; removeGoggles _unit; removeHeadgear _unit; removeVest _unit; removeUniform _unit; removeAllAssignedItems _unit; _unit addUniform "U_I_Wetsuit"; work only after one respawn _unit addVest "V_RebreatherB"; work _unit addGoggles "G_Diving"; work _unit addWeapon "arifle_sdar_f"; work _unit addMagazine "30Rnd_556x45_Stanag"; work only after one respawn _unit addMagazine "30Rnd_556x45_Stanag"; work only after one respawn _unit addMagazine "20Rnd_556x45_UW_mag"; work only after one respawn _unit addMagazine "20Rnd_556x45_UW_mag"; work only after one respawn _unit addMagazine "20Rnd_556x45_UW_mag"; work _unit addWeapon "hgun_Rook40_snds_F"; work _unit addMagazine "30Rnd_9x21_Mag"; work only after one respawn _unit addMagazine "30Rnd_9x21_Mag"; work only after one respawn _unit addMagazine "30Rnd_9x21_Mag"; work only after one respawn _unit addMagazine "30Rnd_9x21_Mag"; work _unit addSecondaryWeaponItem "muzzle_snds_B"; work _unit addItem "ItemMap"; _unit assignItem "ItemMap"; work _unit addItem "ItemGPS"; _unit assignItem "ItemGPS"; work _unit addItem "ItemCompass"; _unit assignItem "ItemCompass"; work _unit addItem "ItemRadio"; _unit assignItem "ItemRadio"; work _unit addItem "ItemWatch"; _unit assignItem "ItemWatch"; work _unit addItem "NVGoggles"; _unit addbackpack "B_FieldPack_blk"; work (unitBackpack _unit) addWeaponCargoGlobal ["arifle_Katiba_ARCO_pointer_F",1]; now it's work, addWeaponCargoGlobal instate of addWeaponCargo (unitBackpack _unit) addMagazineCargoGlobal ["30Rnd_65x39_caseless_green",4];now it's work, addWeaponCargoGlobal instate of addWeaponCargo (unitBackpack _unit) addMagazineCargoGlobal ["30Rnd_65x39_caseless_green_mag_Tracer",6];now it's work, addWeaponCargoGlobal instate of addWeaponCargo (unitBackpack _unit) addItemCargoGlobal ["muzzle_snds_H",1];now it's work, addWeaponCargoGlobal instate of addWeaponCargo (unitBackpack _unit) addItemCargoGlobal ["FirstAidKit",3];now it's work, addWeaponCargoGlobal instate of addWeaponCargo (unitBackpack _unit) addItemCargoGlobal ["V_TacVest_blk",1];now it's work, addWeaponCargoGlobal instate of addWeaponCargo (unitBackpack _unit) addMagazineCargoGlobal ["HandGrenade_Stone",1]; now it's work, addWeaponCargoGlobal instate of addWeaponCargo (unitBackpack _unit) addMagazineCargoGlobal ["Chemlight_green",1];now it's work, addWeaponCargoGlobal instate of addWeaponCargo (unitBackpack _unit) addMagazineCargoGlobal ["Chemlight_red",1];now it's work, addWeaponCargoGlobal instate of addWeaponCargo (unitBackpack _unit) addMagazineCargoGlobal ["SmokeShell",1];now it's work, addWeaponCargoGlobal instate of addWeaponCargo And... after the first respawn I have one 30Rnd_9x21_Mag and one 20Rnd_556x45_UW_mag unexpected on my backpack (but not the others item, so I think that I've make a little script error but... where?). So, my first question is: Why my settings wouldn't be applied all in the same way, the first time they aren't active and after a respawn yes? (or, how can I really start the mission with my settings in MP, on a dedicate server?) Than, an other question a little bit different, is: How can I make in sort that players respawn with the last loadout? I explain what I mean: The mission would start from the sea, so all my unit have to start with diver Uniform and basic items (my loadout), to take position on ground, free a settlement to make their operation starter point (I switch my respawn_marker from sea on base when the task is accomplished)... base where I put a virtual ammo box. From this point, my mission would be mainly at ground, so players can take their personal loadout from the virtual box for the rest of the mission. Problem: if they die they would respawn with my loadout settings, but it would be nice that they can respawn with their loadouts (after that the first task would be accomplished! if not they would respawn into the water with my loadout). I have tried to look on different forums, wiki, google but until now I still with my problems (my loadout works greats on local, but I'm so noob that I can't understand the MP problem :confused: ) As you see I'm a beginner and perhaps the answer is just one: it's impossible to make what I try because the functions works only on local missions, but if you have an answer it would always be appreciated. So, thanks all for the time that you have take to read those few lines and... why not, for any help :rolleyes: Edited October 5, 2013 by CH_SwissWolf found how have items on my backpack on MP too Share this post Link to post Share on other sites
jprice94 16 Posted May 13, 2014 http://forums.bistudio.com/showthread.php?170132-LEA-Loadout-Editor-for-ArmA-3 Share this post Link to post Share on other sites