Ethras 1 Posted December 8, 2013 (edited) Does anyone know how to, or a how to learn how to make so that players select loadouts, just like in the defense missions by BIS? Basically just if you die or acces an ammobox and a menu pops up where you can select between different loadouts is what I'm thinking of. Thanks :) Edited December 8, 2013 by Ethras Answer recieved Share this post Link to post Share on other sites
semiconductor 309 Posted December 8, 2013 https://community.bistudio.com/wiki/Arma_3_Respawn Take a look at MenuInventory in Respawn Templates part, it might be what you are looking for. :) Share this post Link to post Share on other sites
Icaruk 14 Posted December 8, 2013 Example of description.ext respawn = "BASE"; respawnDelay = 8; respawnDialog = 1; respawnTemplates[] = {"Wave","MenuPosition","MenuInventory"}; class CfgRespawnInventory { class EE { displayName = "Explosivos"; // Name visible in the menu icon = "icons\explosion.paa"; // Icon displayed next to the name // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "srifle_EBR_F", "Binocular" }; magazines[] = { "20Rnd_762x51_Mag", "20Rnd_762x51_Mag", "20Rnd_762x51_Mag", "20Rnd_762x51_Mag", "20Rnd_762x51_Mag", "20Rnd_762x51_Mag", "20Rnd_762x51_Mag", "HandGrenade", "APERSTripMine_Wire_Mag", "APERSTripMine_Wire_Mag", }; items[] = { "FirstAidKit", "MineDetector", "Toolkit", }; linkedItems[] = { "V_Chestrig_khk", "H_Watchcap_blk", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", }; uniformClass = "U_I_CombatUniform"; backpack = "B_AssaultPack_mcamo"; }; class ME { displayName = "Lanzamisiles"; // Name visible in the menu icon = "icons\misil.paa" // Icon displayed next to the name // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "arifle_Mk20_F", "Binocular", "launch_RPG32_F", }; magazines[] = { "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "RPG32_F", "RPG32_F", }; items[] = { "FirstAidKit", }; linkedItems[] = { "V_Chestrig_khk", "H_HelmetSpecB_blk", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "optic_Holosight", }; uniformClass = "U_I_CombatUniform"; backpack = "B_AssaultPack_mcamo"; }; init.sqf [west, "EE"] call BIS_fnc_addRespawnInventory; [west, "ME"] call BIS_fnc_addRespawnInventory; Share this post Link to post Share on other sites
Ethras 1 Posted December 8, 2013 This is excactly what I need! Thanks a bunch to both of you :) Share this post Link to post Share on other sites