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major_shepard

LEA - Loadout Editor for ArmA 3

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I´m sorry, but i couldn´t get my loadout to work when I´m using addons like BWmod or RH m4/m16 altough I added them through the repository button.

I´m not sure what I´m doing wrong.

EDIT: To be more specific I get the "no entry: config.bin/cfg.weapons" message.

Edited by mucke8

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I get this script error how can I fix this !

error undefined variable in expresion: sql

File mpmission\__cur_mp.pja305\lea\LoadoutServer.sqf, line 119

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I would need the all mission for that. Use Mission -> Make mission.pbo and give me the file. Thanks.

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Edit: Just figured out myself! The profile must be blue-highlighted. Just the arrow isn enough! :)

I'm trying to make myself a profile. in Profil Editor i rightclick on Units..create a new unit..select the unit..but when i double click a weapon p.E. it just says i need to select a profil..BUT I HAVE ON SELECTED :( :(

Can you maybe help me?

Greetz, Don

Edited by ItsDonJon

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You must make a left click on the unit into the left hand side panel.

Don't mix up with ticking the checkbox of the unit. This is for selecting profile to initialize with @LEA Addon (see the wiki).

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You must make a left click on the unit into the left hand side panel.

Don't mix up with ticking the checkbox of the unit. This is for selecting profile to initialize with @LEA Addon (see the wiki).

Like i said, I figured it out in the meantime! It's a really really really great piece of software!

Another question: If I use LEA to create loadouts for playable units in a mp-map, do my fellow teammembers also need to have LEA installed?

Greetz, Don!

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Nop they don't. But it is possible however to allow them to use @LEA at mission start. By default @LEA will not be allowed.

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Major_Shephard, I was trying to load in this new UK skins mod.

http://www.armaholic.com/page.php?id=24610#c51049

For some reason LEA won't recognise anything. Could you take a look see and let me know what is missing.

Craig, the Author, is not sure what he would need to change and as it's got some unique kit in there it would be a shame not to be able to access it.

Cheers for the support

SJ

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Hi- I am having a small problem:

The loadout script identifies all named items in the mission and removes all weapons and items from them. (even non relevant AI or items like ammo boxes). Can this be changed?

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Hi- I am having a small problem:

The loadout script identifies all named items in the mission and removes all weapons and items from them. (even non relevant AI or items like ammo boxes). Can this be changed?

Select all the units you don't want to script -> left click -> on/off scripting.

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LEA already has all the information in it's profiles system to output this automatically, any possibility in adding it?

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Found another problem when trying to use LEA to create a scuba mission. The Diver the player controlls can't move. The AI, also edited with LEA, is able to move, is this a LEA-Bug? Or something other? When i move the charackter to land, i can move without a problem.

Greetz, Don!

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What is it? What it should looks like?

You add it to the description.ext file so players can select a loadout when they respawn:

wiki seems to be broken for me at the moment

class CfgRespawnInventory
{
class WEST1
{
	displayName = "Sniper"; // 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[] = {
		"srifle_EBR_F",
		"Rangefinder"
	};
	magazines[] = {
		"20Rnd_762x51_Mag",
		"20Rnd_762x51_Mag",
		"20Rnd_762x51_Mag",
		"20Rnd_762x51_Mag",
	};
	items[] = {
		"FirstAidKit"
	};
	linkedItems[] = {
		"V_TacVestCamo_khk",
		"H_Shemag_olive",
		"optic_Nightstalker",
		"acc_pointer_IR",
		"muzzle_snds_b",
		"ItemMap",
		"ItemCompass",
		"ItemWatch",
		"ItemRadio",
		"NVGoggles",

	};
	uniformClass = "U_B_CombatUniform_wdl_vest";
	backpack = "B_AssaultPack_mcamo";
};
class WEST2
{
	displayName = "Rifleman"; // 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[] = {
		"arifle_MXC_F",
		"Binocular",
	};
	magazines[] = {
		"30Rnd_65x39_caseless_mag",
		"30Rnd_65x39_caseless_mag",
		"SmokeShell",
	};
	items[] = {
		"FirstAidKit",
	};
	linkedItems[] = {
		"V_Chestrig_khk",
		"H_Booniehat_mcamo",
		"optic_Arco",
		"acc_pointer_IR",
		"ItemMap",
		"ItemCompass",
		"ItemWatch",
		"ItemRadio",
	};
	uniformClass = "U_B_CombatUniform_mcam_tshirt";
	backpack = "B_AssaultPack_mcamo";
};
class WEST3
{
	displayName = "Autorifleman"; // 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_Mk200_F",
		"Binocular",
	};
	magazines[] = {
		"200Rnd_65x39_cased_Box",
		"200Rnd_65x39_cased_Box",
	};
	items[] = {
		"FirstAidKit"
	};
	linkedItems[] = {
		"V_PlateCarrierSpec_rgr",
		"H_HelmetB_plain_mcamo",
		"muzzle_snds_H_MG",
		"optic_Holosight",
		"acc_pointer_IR",
		"ItemMap",
		"ItemCompass",
		"ItemWatch",
		"ItemRadio",
	};
	uniformClass = "U_B_CombatUniform_sgg";
	backpack = "B_AssaultPack_mcamo";}
};

It would be a neat feature to be able to 'export' loadouts to this format. I have a better example on my home PC if you need more details.

Edited by SavageCDN

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You add it to the description.ext file so players can select a loadout when they respawn:

wiki seems to be broken for me at the moment

class CfgRespawnInventory
{
class WEST1
{
	displayName = "Sniper"; // 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[] = {
		"srifle_EBR_F",
		"Rangefinder"
	};
	magazines[] = {
		"20Rnd_762x51_Mag",
		"20Rnd_762x51_Mag",
		"20Rnd_762x51_Mag",
		"20Rnd_762x51_Mag",
	};
	items[] = {
		"FirstAidKit"
	};
	linkedItems[] = {
		"V_TacVestCamo_khk",
		"H_Shemag_olive",
		"optic_Nightstalker",
		"acc_pointer_IR",
		"muzzle_snds_b",
		"ItemMap",
		"ItemCompass",
		"ItemWatch",
		"ItemRadio",
		"NVGoggles",

	};
	uniformClass = "U_B_CombatUniform_wdl_vest";
	backpack = "B_AssaultPack_mcamo";
};
class WEST2
{
	displayName = "Rifleman"; // 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[] = {
		"arifle_MXC_F",
		"Binocular",
	};
	magazines[] = {
		"30Rnd_65x39_caseless_mag",
		"30Rnd_65x39_caseless_mag",
		"SmokeShell",
	};
	items[] = {
		"FirstAidKit",
	};
	linkedItems[] = {
		"V_Chestrig_khk",
		"H_Booniehat_mcamo",
		"optic_Arco",
		"acc_pointer_IR",
		"ItemMap",
		"ItemCompass",
		"ItemWatch",
		"ItemRadio",
	};
	uniformClass = "U_B_CombatUniform_mcam_tshirt";
	backpack = "B_AssaultPack_mcamo";
};
class WEST3
{
	displayName = "Autorifleman"; // 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_Mk200_F",
		"Binocular",
	};
	magazines[] = {
		"200Rnd_65x39_cased_Box",
		"200Rnd_65x39_cased_Box",
	};
	items[] = {
		"FirstAidKit"
	};
	linkedItems[] = {
		"V_PlateCarrierSpec_rgr",
		"H_HelmetB_plain_mcamo",
		"muzzle_snds_H_MG",
		"optic_Holosight",
		"acc_pointer_IR",
		"ItemMap",
		"ItemCompass",
		"ItemWatch",
		"ItemRadio",
	};
	uniformClass = "U_B_CombatUniform_sgg";
	backpack = "B_AssaultPack_mcamo";}
};

It would be a neat feature to be able to 'export' loadouts to this format.

This man beat me to it :P

It would be amazing, as I'm creating an Alive mission right now for my group and I want to give everyone the ability to pick new loadouts as the situation demands

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Found another problem when trying to use LEA to create a scuba mission. The Diver the player controlls can't move. The AI, also edited with LEA, is able to move, is this a LEA-Bug? Or something other? When i move the charackter to land, i can move without a problem.

Greetz, Don!

Surely another bug from ArmA 3 I may say :rolleyes:. Do you have a simple mission with no addon that show the problem ? Thanks ^^

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Select all the units you don't want to script -> left click -> on/off scripting.

It doesn't show them on the program. Only the script tracks every named unit in-game- which is wierd. Can this be fixed?

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Give me a mission (with no addon) that reproduce the supposed bug then I could fix it from this point :)

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Ive just downloaded Massi's USMC mod but the LEA Profile editor can't see it when I try to add it to the installed addons list. Is there a way to fix this?

*UPDATE*

Nevermind I found how to add it manually

Edited by Carter[3rdID]

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Is it possible to have a AddAction on a info stand for loadouts without the @LEA game mod, I know how to do it with the mod but I wanted it know if it can be done all mission side with vanilla?

In my mission I want it so SL's tell people what they can use then those people just go to an info stand and select the AddAction for what role the SL assigned them. I've been trying to do it will the contents of \userconfig\lea\loadout_0.sqf (loadout for AR I made) but I'm not very good with scripting.

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Yep you can.

2 ways:

1- By importing the mission in LEA and add the Apply Loaodout Action in from of the object (see the wiki)

2- Or add in the init.sqf "enable_lea_addon=false"; open the mission in ArmA 3 Mission Editor, find the object and add in the init field "_dummy = [] execVM "apply_loadout.sqf"; You will find the script into "scripts" folder of LEA installation directory.

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Yep you can.

2 ways:

1- By importing the mission in LEA and add the Apply Loaodout Action in from of the object (see the wiki)

2- Or add in the init.sqf "enable_lea_addon=false"; open the mission in ArmA 3 Mission Editor, find the object and add in the init field "_dummy = [] execVM "apply_loadout.sqf"; You will find the script into "scripts" folder of LEA installation directory.

I think I did it like that but was saying "Resource not found" or something similar when I used the AddAction, I will try again and see how I go.

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