HorbeySpector 164 Posted March 19, 2014 i'm trying to import SP pack into LEA but I KEEP GETTING this error. http://gyazo.com/e556422947772150039b6d1ec945719a I double checked in the configs and everything has a picture defined. can you fix this in the next update? Share this post Link to post Share on other sites
major_shepard 82 Posted March 19, 2014 Yes if you point me out a link for the "SP Pack" ^^ Share this post Link to post Share on other sites
major_shepard 82 Posted March 23, 2014 (edited) LEA 2.0 Update 1 available Download Use Check for Updates in the Help menu Changelog - Fixed: Ammo crate and vehicle cargo script have been modified to support changes introduced by ArmA 3 v1.12. - Fixed: unit selection from tree is lost when switching from Mission Editor to Profile Editor and inversely. - Fixed: Selecting ALL into the Addon Filter still display items from disabled addons. Edited April 6, 2014 by Major_Shepard Share this post Link to post Share on other sites
Guest Posted March 23, 2014 Thanks for sending us the updated release :cool: Release frontpaged on the Armaholic homepage. LEA - Loadout Editor for Arma 3 v2.0 update 1Community Base addons A3Java Runtime Environment 7 ================================================ We have also "connected" these pages to your account on Armaholic. This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have. When you have any questions already feel free to PM or email me! Share this post Link to post Share on other sites
rtek 10 Posted March 30, 2014 (edited) I'm using LEA Loadout editor, and it's creating this for my loadout: removeallweapons s2; removeallassigneditems s2; removeHeadgear s2; removeUniform s2; removeBackpack s2; removeVest s2; s2 addWeapon "ItemMap"; s2 addWeapon "ItemWatch"; s2 addWeapon "ItemCompass"; s2 addWeapon "ItemGPS"; s2 addWeapon "G_Diving"; s2 addWeapon "NVGoggles"; s2 addWeapon "Laserdesignator"; s2 addBackpack "B_Carryall_oli"; clearItemCargoGlobal (backpackContainer s2); clearMagazineCargoGlobal (backpackContainer s2); clearWeaponCargoGlobal (backpackContainer s2); (backpackContainer s2) additemcargoGlobal ["FirstAidKit",8]; (backpackContainer s2) additemcargoGlobal ["optic_Aco",1]; (backpackContainer s2) additemcargoGlobal ["Medikit",1]; (backpackContainer s2) addmagazinecargoGlobal ["11Rnd_45ACP_Mag",3]; (backpackContainer s2) addmagazinecargoGlobal ["30Rnd_65x39_caseless_mag",9]; (backpackContainer s2) addmagazinecargoGlobal ["Laserbatteries",1]; (backpackContainer s2) addmagazinecargoGlobal ["DemoCharge_Remote_Mag",2]; s2 addVest "V_RebreatherIR"; clearItemCargoGlobal (vestContainer s2); clearMagazineCargoGlobal (vestContainer s2); clearWeaponCargoGlobal (vestContainer s2); s2 addUniform "U_B_Wetsuit"; clearItemCargoGlobal (uniformContainer s2); clearMagazineCargoGlobal (uniformContainer s2); clearWeaponCargoGlobal (uniformContainer s2); (uniformContainer s2) addmagazinecargoGlobal ["11Rnd_45ACP_Mag",1]; (uniformContainer s2) addmagazinecargoGlobal ["30Rnd_65x39_caseless_mag",6]; (uniformContainer s2) addmagazinecargoGlobal ["MiniGrenade",2]; (uniformContainer s2) addmagazinecargoGlobal ["B_IR_Grenade",2]; (uniformContainer s2) addmagazinecargoGlobal ["30Rnd_65x39_caseless_mag",1]; s2 addWeapon "arifle_MXC_Black_F"; s2 addPrimaryWeaponItem "acc_pointer_IR"; s2 addPrimaryWeaponItem "muzzle_snds_H"; s2 addPrimaryWeaponItem "optic_Nightstalker"; (uniformContainer s2) addmagazinecargoGlobal ["11Rnd_45ACP_Mag",1]; s2 addWeapon "hgun_Pistol_heavy_01_F"; s2 addHandgunItem "muzzle_snds_acp"; s2 addHandgunItem "optic_MRD"; s2 addWeapon "ItemRadio"; s2 selectWeapon (primaryWeapon s2); This is a loadout for a diver. My diver will not start with NVG's in his inventory. I tried to change it from s2 addWeapon "NVGoggles"; to s2 additem "NVGoggles"; s2 assignitem "NVGoggles"; but they still won't show up in the inventory slot. I even tried to go back into the LEA Loadout Editor and just put the goggles into the back pack, which ends up working, however my mission begins in the water, so accessing the gear isn't possible till land fall. I need the NVGoggles on my team. Any help would be much appreciated, thanks in advance. EDIT: Nevermind, I found the issue. Wasn't with this script, it was with another script that was removing NVG's from all sides. It works fine now. Edited March 30, 2014 by RTEK Share this post Link to post Share on other sites
(AEF)Duck 12 Posted March 31, 2014 Hi Major. I am having some issues with the LEA tool. I am hoping that this issues is user fault, but I am at a loss as to what I am doing wrong. In the past I have had this working but now it isn't.... Here is what I am doing step by step 1. Creating a new mission in A3 and they saving it as a multiplayer game (export to multiplayer missions) 2. Placing all the units on the map that I want to edit and making sure they have descriptions. Resaving 3. Running LEA as admin. 4. Selecting = Mission/Import/Import mission.sqm 5. Right clicking on a unit and selecting "Auto Assign Units", "This Side". Then selecting "Assign". 6. Applying premade unit profiles that I have made. 7. Selecting = Mission/generate mission.sqf 8. Placing it in the correct mission folder and checking the checkbox's, "Insert call for scripts into init.sqf" and "Respawn with LEA Loadouts" the selecting "Generate" 9. In the mission folder it has a lea folder containing the files: apply_loadout.sqf loadout-init.sqf loadoutMultiplayer.sqf loadoutServer.sqf loadoutSingleplayer.sqf mission name.Altis.lea.mission 10. In the .init file it has generated leaFunction = compile preprocessFileLineNumbers "lea\loadout-init.sqf"; call leaFunction;//line generated by LEA. 11. I resave the mission in A3 and then preview. The issue is now when nothing happens. I have also tried this out of the editor as a private host and it is still not changing. 12. When I reload LEA to check, none of the changes I have made are there. I am running No Mods and No Other Scripts. Any suggestions as to what I am doing wrong? I have gone over the online manual a few times but I still end up with the same result. Cheers Duck Share this post Link to post Share on other sites
major_shepard 82 Posted March 31, 2014 (edited) 5. Right clicking on a unit and selecting "Auto Assign Units", "This Side". Then selecting "Assign". At this point LEA has re-wrote the mission.sqm file. 11. I resave the mission in A3 and then preview. The issue is now when nothing happens. I have also tried this out of the editor as a private host and it is still not changing. At this point ArmA 3 Editor has re-wrote the mission.sqm file prior to LEA changes => every changes from LEA are lost So every time you edit units assignation in LEA you MUST reload the mission in ArmA 3 Editor. Edited March 31, 2014 by Major_Shepard Share this post Link to post Share on other sites
Vasilyevich 20 Posted April 1, 2014 This tool is amazing! Share this post Link to post Share on other sites
rtek 10 Posted April 1, 2014 7.62 and MG suppressor classnames need to be updated. I have to manually change them myself every time I create a new loadout. also, loading an AT round into a launcher results in empty in game. Not sure why. Share this post Link to post Share on other sites
major_shepard 82 Posted April 1, 2014 Could you be specific with classnames, thanks Share this post Link to post Share on other sites
rtek 10 Posted April 1, 2014 like muzzle_snds_B for 7.62mm. or muzzle_snds_H_MG for 6.65mm LMG. the loadout sqf had _H for the 7.62mm and just _H for the mk200 lmg suppressor. this results when I choose the lmg or 7.62mm mk18 and double click the suppressor in the list of available attachments for that weapon. Share this post Link to post Share on other sites
major_shepard 82 Posted April 1, 2014 (edited) I have just tried: - mk18 EBR (srifle_EBR_F) + 7.5 mm sound suppressor (muzzle_snds_B) -> no problem - Mk200 (LMG_Mk200_F) + 6.5 mm sound suppressor (muzzle_snds_H_MG) -> no problem Edited April 1, 2014 by Major_Shepard Share this post Link to post Share on other sites
rtek 10 Posted April 1, 2014 (edited) The suppressor issue was my mistake. About the launcher. When I choose the RPG-42 Alamut with the RPG-42 Missile loaded, in game there is no round in the tube, but in the code, it's there. Only other launcher I've tried is the titan compact blufor, and that one works fine. The Alamut though ends up empty. removeallweapons AT; removeallassigneditems AT; removeHeadgear AT; removeUniform AT; removeBackpack AT; removeVest AT; AT addWeapon "ItemMap"; AT addWeapon "ItemWatch"; AT addWeapon "ItemCompass"; AT addWeapon "B_UavTerminal"; AT addWeapon "H_Booniehat_mcamo"; AT addWeapon "G_Tactical_Clear"; AT addWeapon "NVGoggles"; AT addWeapon "Laserdesignator"; AT addBackpack "B_Kitbag_mcamo"; clearItemCargoGlobal (backpackContainer AT); clearMagazineCargoGlobal (backpackContainer AT); clearWeaponCargoGlobal (backpackContainer AT); (backpackContainer AT) additemcargoGlobal ["FirstAidKit",4]; (backpackContainer AT) additemcargoGlobal ["optic_Arco",1]; (backpackContainer AT) additemcargoGlobal ["optic_Aco",1]; (backpackContainer AT) additemcargoGlobal ["optic_MRCO",1]; (backpackContainer AT) additemcargoGlobal ["ItemGPS",1]; (backpackContainer AT) addmagazinecargoGlobal ["11Rnd_45ACP_Mag",4]; (backpackContainer AT) addmagazinecargoGlobal ["30Rnd_65x39_caseless_mag",12]; (backpackContainer AT) addmagazinecargoGlobal ["SmokeShell",3]; (backpackContainer AT) addmagazinecargoGlobal ["SmokeShellBlue",1]; (backpackContainer AT) addmagazinecargoGlobal ["MiniGrenade",4]; (backpackContainer AT) addmagazinecargoGlobal ["SmokeShellRed",1]; (backpackContainer AT) addmagazinecargoGlobal ["B_IR_Grenade",2]; (backpackContainer AT) addmagazinecargoGlobal ["DemoCharge_Remote_Mag",2]; AT addVest "V_HarnessOGL_brn"; clearItemCargoGlobal (vestContainer AT); clearMagazineCargoGlobal (vestContainer AT); clearWeaponCargoGlobal (vestContainer AT); (vestContainer AT) addmagazinecargoGlobal ["11Rnd_45ACP_Mag",2]; (vestContainer AT) addmagazinecargoGlobal ["30Rnd_65x39_caseless_mag",11]; (vestContainer AT) addmagazinecargoGlobal ["HandGrenade",6]; AT addUniform "U_B_CombatUniform_mcam"; clearItemCargoGlobal (uniformContainer AT); clearMagazineCargoGlobal (uniformContainer AT); clearWeaponCargoGlobal (uniformContainer AT); (uniformContainer AT) addmagazinecargoGlobal ["11Rnd_45ACP_Mag",5]; (vestContainer AT) addmagazinecargoGlobal ["30Rnd_65x39_caseless_mag",1]; AT addWeapon "arifle_MX_Black_F"; AT addPrimaryWeaponItem "acc_pointer_IR"; AT addPrimaryWeaponItem "muzzle_snds_H"; AT addPrimaryWeaponItem "optic_tws"; AT addMagazine "RPG32_F"; AT addWeapon "launch_RPG32_F"; (uniformContainer AT) addmagazinecargoGlobal ["11Rnd_45ACP_Mag",1]; AT addWeapon "hgun_Pistol_heavy_01_F"; AT addHandgunItem "muzzle_snds_acp"; AT addHandgunItem "optic_MRD"; AT addWeapon "ItemRadio"; AT selectWeapon (primaryWeapon AT); Edited April 2, 2014 by RTEK Share this post Link to post Share on other sites
WildFire6 10 Posted April 3, 2014 Read every post and the wiki and created a new version of massis devgru units with the latest 1.2 version which is what I am loading when I run arma. I built a mission with 6 units for mp using the devgru units and loaded it in LEA and when I try to apply default wear it gives the unknown units error. Any ideas? Share this post Link to post Share on other sites
major_shepard 82 Posted April 3, 2014 Normal since units from this addon have not been added to the corresponding LEA addon. Just select the "keep default uniform" and use any uniform in LEA instead for all unit you have. Share this post Link to post Share on other sites
WildFire6 10 Posted April 3, 2014 This just applies to the uniform correct, So if I assign a vest and backpack, those will be rewrote to whatever I have chosen correct? Its just the uniform itself is not global or added? Share this post Link to post Share on other sites
major_shepard 82 Posted April 3, 2014 Exactly. If you select "Keep default uniform" for a unit, you will have the default unifom in game but backpack and vest will be set as it is in the LEA Editor. Share this post Link to post Share on other sites
WildFire6 10 Posted April 3, 2014 Thanks for help, LEA rocks once we figure out how to use the addons and stuff, I thought I added the new version correctly and it would work, it said it extracted, analyzed and all that jazz, so I def thought it was good. Share this post Link to post Share on other sites
Unchained 12 Posted April 3, 2014 (edited) Greets, I would like to congratulate Major_Shepard for his addon! It is really neat and useful for me so far! I would just like to mention that for example: FHQ M4A3 pack has custom ammo, ammo which doesn't have it's own picture and that gets to be a problem at first because I can't save the addon if any of it's content doesn't have pictures. Would you be able to check for an override for that? Also, on Massi's latest v1.2 weapons pack US rifle sound supressor doesn't have it's common variant in LEA, whenever I check that, it's only the desert one, and I see other sound supressors have been cut too. Edited April 3, 2014 by LT. Drake Jackson Share this post Link to post Share on other sites
rtek 10 Posted April 5, 2014 http://puu.sh/7WvHV.jpg (447 kB) No round in the launcher on spawn, yet it's in the code: removeallweapons s1; removeallassigneditems s1; removeHeadgear s1; removeUniform s1; removeBackpack s1; removeVest s1; s1 addWeapon "ItemMap"; s1 addWeapon "ItemWatch"; s1 addWeapon "ItemCompass"; s1 addWeapon "B_UavTerminal"; s1 addWeapon "H_HelmetB_light_snakeskin"; s1 addWeapon "G_Diving"; s1 addWeapon "NVGoggles"; s1 addWeapon "Laserdesignator"; s1 addBackpack "B_Carryall_oli"; clearItemCargoGlobal (backpackContainer s1); clearMagazineCargoGlobal (backpackContainer s1); clearWeaponCargoGlobal (backpackContainer s1); (backpackContainer s1) additemcargoGlobal ["FirstAidKit",4]; (backpackContainer s1) additemcargoGlobal ["optic_Aco",1]; (backpackContainer s1) additemcargoGlobal ["ItemGPS",1]; (backpackContainer s1) addmagazinecargoGlobal ["11Rnd_45ACP_Mag",3]; (backpackContainer s1) addmagazinecargoGlobal ["30Rnd_65x39_caseless_mag",10]; (backpackContainer s1) addmagazinecargoGlobal ["SatchelCharge_Remote_Mag",1]; (backpackContainer s1) addmagazinecargoGlobal ["Laserbatteries",1]; (backpackContainer s1) addmagazinecargoGlobal ["MiniGrenade",4]; (backpackContainer s1) addmagazinecargoGlobal ["DemoCharge_Remote_Mag",3]; s1 addVest "V_RebreatherIR"; clearItemCargoGlobal (vestContainer s1); clearMagazineCargoGlobal (vestContainer s1); clearWeaponCargoGlobal (vestContainer s1); s1 addUniform "U_B_Wetsuit"; clearItemCargoGlobal (uniformContainer s1); clearMagazineCargoGlobal (uniformContainer s1); clearWeaponCargoGlobal (uniformContainer s1); (uniformContainer s1) addmagazinecargoGlobal ["11Rnd_45ACP_Mag",1]; (uniformContainer s1) addmagazinecargoGlobal ["30Rnd_65x39_caseless_mag",6]; (uniformContainer s1) addmagazinecargoGlobal ["B_IR_Grenade",3]; (uniformContainer s1) addmagazinecargoGlobal ["30Rnd_65x39_caseless_mag",1]; s1 addWeapon "arifle_MX_Black_F"; s1 addPrimaryWeaponItem "acc_pointer_IR"; s1 addPrimaryWeaponItem "muzzle_snds_H"; s1 addPrimaryWeaponItem "optic_Nightstalker"; s1 addMagazine "Titan_AT"; s1 addWeapon "launch_B_Titan_short_F"; (uniformContainer s1) addmagazinecargoGlobal ["11Rnd_45ACP_Mag",1]; s1 addWeapon "hgun_Pistol_heavy_01_F"; s1 addHandgunItem "muzzle_snds_acp"; s1 addHandgunItem "optic_MRD"; s1 addWeapon "ItemRadio"; s1 selectWeapon (primaryWeapon s1); Why are the launchers spawning unloaded? Share this post Link to post Share on other sites
major_shepard 82 Posted April 5, 2014 (edited) Because of this => http://feedback.arma3.com/view.php?id=14255 ok so LEA still workaround the case when the unit has a full backpack with missiles but yeah it fails when the unit doesn't have a backpack or the backpack is full up without missile. Fixed in next update of LEA. Edited April 5, 2014 by Major_Shepard Share this post Link to post Share on other sites
major_shepard 82 Posted April 5, 2014 (edited) Greets, I would like to congratulate Major_Shepard for his addon! It is really neat and useful for me so far! I would just like to mention that for example: FHQ M4A3 pack has custom ammo, ammo which doesn't have it's own picture and that gets to be a problem at first because I can't save the addon if any of it's content doesn't have pictures. Would you be able to check for an override for that? Also, on Massi's latest v1.2 weapons pack US rifle sound supressor doesn't have it's common variant in LEA, whenever I check that, it's only the desert one, and I see other sound supressors have been cut too. When LEA can't find pictures most of the time it's because the addon use hard reference to ArmA 3 pictures (see the .hpp extracted files). All pictures from the game can be found in /resources/addons/ArmA 3 folder of LEA installation. FHQ M4 v1.9 added to repository. Edited April 6, 2014 by Major_Shepard Share this post Link to post Share on other sites
rtek 10 Posted April 5, 2014 Because of this => http://feedback.arma3.com/view.php?id=14255ok so LEA still workaround the case when the unit has a full backpack with missiles but yeah it fails when the unit doesn't have a backpack or the backpack is full up without missile. Fixed in next update of LEA. cool, so im guessing in the update it will add backpack, missile, launcher, remove backpack then begin rest of loadout? havent tried that work around in the comments of that bug report yet, but makes sense. sucks Bohemia hasn't fixed that issue yet. that was reported to them during beta last year. Share this post Link to post Share on other sites
major_shepard 82 Posted April 5, 2014 Yep seams to work hopefully. I don't think they gonna fix it quickly like the addUniform issue and some others shits. Zombie monkeys is a more lucrative business nowadays :( Share this post Link to post Share on other sites
major_shepard 82 Posted April 6, 2014 (edited) LEA 2.0 Update 2 available Download Use Check for Updates in the Help menu Changelog - Fixed: missing rifle/launcher/pistol primary magazine for naked unit. - Fixed: missing rifle/launcher/pistol primary magazine for unit with full up uniform/vest/backpack. - Fixed: deprecated exit sqf command removed from loadout-init.sqf script. Edited October 14, 2015 by major_shepard Share this post Link to post Share on other sites