windplume 10 Posted October 31, 2013 init.sqf if(isServer) then { {if (side _x == opfor) then {nil1 = [_x] execVM "civguise.sqf"}} forEach allUnits }; civguise.sqf waitUntil {!isNil "bis_fnc_init"}; _civ_clothes = ["U_IG_Guerilla1_1", "U_IG_Guerilla2_1", "U_IG_Guerilla2_2", "U_IG_Guerilla2_3", "U_IG_Guerilla3_1", "U_IG_Guerilla3_2", "U_IG_leader"]; _civ_hats = ["H_Shemag_khk", "H_Shemag_tan", "H_Shemag_olive"]; _vests = ["V_Rangemaster_belt", "V_TacVest_brn", "V_BandollierB_cbr"]; _unit = _this select 0; // Remove original equipment removeAllWeapons _unit; removeUniform _unit; removeHeadgear _unit; removeVest _unit; removeBackpack _unit; _unit unassignItem "NVGoggles_OPFOR"; _unit removeItem "NVGoggles_OPFOR"; // Add vest and clothing _vest_item = _vests call BIS_fnc_selectRandom; _unit addVest _vest_item; _cloth_item = _civ_clothes call BIS_fnc_selectRandom; _unit addUniform _cloth_item; // Random integer, if 1 instead of 0, add a random item from the array if(round (random 1) == 1) then { _hat_item = _civ_hats call BIS_fnc_selectRandom; _unit addHeadgear _hat_item; }; // Random weapon loadout switch (round(random 7)) do { case 0: { _unit addMagazines ["30Rnd_556x45_Stanag", 8]; _unit addWeapon "arifle_TRG20_F"; }; case 1: { _unit addMagazines ["30Rnd_65x39_caseless_green", 8]; _unit addWeapon "arifle_Katiba_F"; }; case 2: { _unit addMagazines ["30Rnd_556x45_Stanag", 8]; _unit addWeapon "arifle_TRG20_F"; }; case 3: { _unit addMagazines ["30Rnd_65x39_caseless_green", 8]; _unit addWeapon "arifle_Katiba_F"; }; case 4: { _unit addMagazines ["30Rnd_556x45_Stanag", 8]; _unit addWeapon "arifle_TRG20_F"; }; case 5: { _unit addMagazines ["30Rnd_65x39_caseless_green", 8]; _unit addWeapon "arifle_Katiba_F"; }; case 6: { _unit addBackpack "B_FieldPack_ocamo"; _unit addMagazines ["150Rnd_762x51_Box_Tracer", 5]; _unit addWeapon "LMG_Zafir_F"; }; case 7: { _unit addBackpack "B_Carryall_ocamo"; _unit addMagazines ["16Rnd_9x21_Mag", 6]; _unit addMagazines ["RPG32_F", 5]; _unit addWeapon "hgun_Rook40_F"; _unit addWeapon "launch_RPG32_F"; }; }; _unit addMagazine "HandGrenade"; ---------- Post added at 11:15 ---------- Previous post was at 11:09 ---------- i try make opfor like terrorist ,but this script only host can useful。 other players can not work。 ---------- Post added at 11:16 ---------- Previous post was at 11:15 ---------- i try make opfor like terrorist ,but this script only host can useful。 other players can not work。 Share this post Link to post Share on other sites
phronk 898 Posted October 31, 2013 (edited) Did you create a "server" folder in your mission's folder and then put the init in there? You MIGHT also need a Game Logic placed in the mission with the name "server". Scripts initiated from the init.sqf in the server folder will be initialized on the server, meaning, the host will be processing that stuff. Scripts initiated from the init.sqf in the default mission's folder will be initiated client-side, meaning, players will process/load that stuff when they load in. Edited October 31, 2013 by Phronk Share this post Link to post Share on other sites
Kushluk 21 Posted November 1, 2013 You may find that those uniforms do not work on OPFOR units. Share this post Link to post Share on other sites
windplume 10 Posted November 1, 2013 (edited) Did you create a "server" folder in your mission's folder and then put the init in there? You MIGHT also need a Game Logic placed in the mission with the name "server".Scripts initiated from the init.sqf in the server folder will be initialized on the server, meaning, the host will be processing that stuff. Scripts initiated from the init.sqf in the default mission's folder will be initiated client-side, meaning, players will process/load that stuff when they load in. Ok, thanks. I'll try it later. EDIT Still not working ! need help !:butbut: Edited November 1, 2013 by Maio Share this post Link to post Share on other sites
jandrews 116 Posted November 1, 2013 I like the idea. I have opfor units stripped down for militia too, I just go into INIT and add/remove items and copy AI, between all civilians theres approx. 20 AI guys with different uniforms, just copy those a few times. Not at much time as you may think. Share this post Link to post Share on other sites
mikie boy 18 Posted November 1, 2013 try that... init.sqf if !(isServer) then { { if (side _x == opfor) then { nil1 = [_x] execVM "civguise.sqf"; }; }forEach allunits; }; civguise.sqf _unit = _this select 0; hint "disguise called"; _civ_clothes = ["U_IG_Guerilla1_1", "U_IG_Guerilla2_1", "U_IG_Guerilla2_2", "U_IG_Guerilla2_3", "U_IG_Guerilla3_1", "U_IG_Guerilla3_2", "U_IG_leader"]; _civ_hats = ["H_Shemag_khk", "H_Shemag_tan", "H_Shemag_olive"]; _vests = ["V_Rangemaster_belt", "V_TacVest_brn", "V_BandollierB_cbr"]; // Remove original equipment removeAllWeapons _unit; removeUniform _unit; removeHeadgear _unit; removeVest _unit; removeBackpack _unit; _unit unassignItem "NVGoggles_OPFOR"; _unit removeItem "NVGoggles_OPFOR"; // Add vest and clothing _vest_item = _vests call BIS_fnc_selectRandom; _unit addVest _vest_item; _cloth_item = _civ_clothes call BIS_fnc_selectRandom; _unit addUniform _cloth_item; // Random integer, if 1 instead of 0, add a random item from the array if(round (random 1) == 1) then { _hat_item = _civ_hats call BIS_fnc_selectRandom; _unit addHeadgear _hat_item; }; // Random weapon loadout switch (round(random 7)) do { case 0: { _unit addMagazines ["30Rnd_556x45_Stanag", 8]; _unit addWeapon "arifle_TRG20_F"; }; case 1: { _unit addMagazines ["30Rnd_65x39_caseless_green", 8]; _unit addWeapon "arifle_Katiba_F"; }; case 2: { _unit addMagazines ["30Rnd_556x45_Stanag", 8]; _unit addWeapon "arifle_TRG20_F"; }; case 3: { _unit addMagazines ["30Rnd_65x39_caseless_green", 8]; _unit addWeapon "arifle_Katiba_F"; }; case 4: { _unit addMagazines ["30Rnd_556x45_Stanag", 8]; _unit addWeapon "arifle_TRG20_F"; }; case 5: { _unit addMagazines ["30Rnd_65x39_caseless_green", 8]; _unit addWeapon "arifle_Katiba_F"; }; case 6: { _unit addBackpack "B_FieldPack_ocamo"; _unit addMagazines ["150Rnd_762x51_Box_Tracer", 5]; _unit addWeapon "LMG_Zafir_F"; }; case 7: { _unit addBackpack "B_Carryall_ocamo"; _unit addMagazines ["16Rnd_9x21_Mag", 6]; _unit addMagazines ["RPG32_F", 5]; _unit addWeapon "hgun_Rook40_F"; _unit addWeapon "launch_RPG32_F"; }; }; _unit addMagazine "HandGrenade"; Share this post Link to post Share on other sites
windplume 10 Posted November 2, 2013 try that...init.sqf if !(isServer) then { { if (side _x == opfor) then { nil1 = [_x] execVM "civguise.sqf"; }; }forEach allunits; }; civguise.sqf _unit = _this select 0; hint "disguise called"; _civ_clothes = ["U_IG_Guerilla1_1", "U_IG_Guerilla2_1", "U_IG_Guerilla2_2", "U_IG_Guerilla2_3", "U_IG_Guerilla3_1", "U_IG_Guerilla3_2", "U_IG_leader"]; _civ_hats = ["H_Shemag_khk", "H_Shemag_tan", "H_Shemag_olive"]; _vests = ["V_Rangemaster_belt", "V_TacVest_brn", "V_BandollierB_cbr"]; // Remove original equipment removeAllWeapons _unit; removeUniform _unit; removeHeadgear _unit; removeVest _unit; removeBackpack _unit; _unit unassignItem "NVGoggles_OPFOR"; _unit removeItem "NVGoggles_OPFOR"; // Add vest and clothing _vest_item = _vests call BIS_fnc_selectRandom; _unit addVest _vest_item; _cloth_item = _civ_clothes call BIS_fnc_selectRandom; _unit addUniform _cloth_item; // Random integer, if 1 instead of 0, add a random item from the array if(round (random 1) == 1) then { _hat_item = _civ_hats call BIS_fnc_selectRandom; _unit addHeadgear _hat_item; }; // Random weapon loadout switch (round(random 7)) do { case 0: { _unit addMagazines ["30Rnd_556x45_Stanag", 8]; _unit addWeapon "arifle_TRG20_F"; }; case 1: { _unit addMagazines ["30Rnd_65x39_caseless_green", 8]; _unit addWeapon "arifle_Katiba_F"; }; case 2: { _unit addMagazines ["30Rnd_556x45_Stanag", 8]; _unit addWeapon "arifle_TRG20_F"; }; case 3: { _unit addMagazines ["30Rnd_65x39_caseless_green", 8]; _unit addWeapon "arifle_Katiba_F"; }; case 4: { _unit addMagazines ["30Rnd_556x45_Stanag", 8]; _unit addWeapon "arifle_TRG20_F"; }; case 5: { _unit addMagazines ["30Rnd_65x39_caseless_green", 8]; _unit addWeapon "arifle_Katiba_F"; }; case 6: { _unit addBackpack "B_FieldPack_ocamo"; _unit addMagazines ["150Rnd_762x51_Box_Tracer", 5]; _unit addWeapon "LMG_Zafir_F"; }; case 7: { _unit addBackpack "B_Carryall_ocamo"; _unit addMagazines ["16Rnd_9x21_Mag", 6]; _unit addMagazines ["RPG32_F", 5]; _unit addWeapon "hgun_Rook40_F"; _unit addWeapon "launch_RPG32_F"; }; }; _unit addMagazine "HandGrenade"; Still doesn't work. NO clothe and weapons wrong Share this post Link to post Share on other sites
mikie boy 18 Posted November 2, 2013 the script is called on a dedicated server - tested and works - what you seem to have a problem with is the actual clothing working.... this is as Kuskluk stated - i dont think you can use the uniforms on the opposite team. therefore best suggestion is to switch a player to a civilian unit, but that is a bit more complex. Share this post Link to post Share on other sites
galzohar 31 Posted November 2, 2013 You can use uniforms of a different team if you assign them with a script. I do this in DTAS. Share this post Link to post Share on other sites