supergruntsb78 67 Posted March 2, 2014 (edited) i have a small problem, somehow in my editor missions civilians (and soldiers alike) walk around with goggles (most of them ESS goggles [cant figure out wich mod put them in in the first place]) on there heads as i dont realy like that i want to remove goggles from civilians i know how to remove NVG goggles from EAST / WEST and GUER using : (Example for east NVG) { if(side _x == EAST) then { _x unassignItem "NVGoggles_OPFOR"; _x removeItem "NVGoggles_OPFOR"; }; } foreach (allUnits); now my question is how to get the same effect for glasses on civilians and preferably all glasses in one command like in init removeallgoggles this thanks for any help in advance Edited March 3, 2014 by supergruntsb78 Solved Share this post Link to post Share on other sites
KC Grimes 79 Posted March 2, 2014 I think you're going to need the classname of the item, perhaps found in the mod's documentation. On that note, why bother with the mod in the first place? :D Unfortunately goggles/glasses are still a bit finicky in the game, and lack support and controllability, compared to weapons, items, and magazines. Share this post Link to post Share on other sites
Rocksteady 10 Posted March 3, 2014 now my question is how to get the same effect for glasses on civilians and preferably all glasses in one command like in init removeallgoggles this removeAllGoggles? removeGoggles is what you want in your forEach loop Share this post Link to post Share on other sites
Vegatry 10 Posted March 3, 2014 Just as Rocksteady said { if(side _x == civilian) then { removeGoggles _x; }; } foreach (allUnits); Share this post Link to post Share on other sites
Grumpy Old Man 3546 Posted March 3, 2014 Might aswell look into this: http://killzonekid.com/arma-annoyances-say-no-to-randomize/ This applies to civilian hats and goggles too. Share this post Link to post Share on other sites
supergruntsb78 67 Posted March 3, 2014 ;2635222']I think you're going to need the classname of the item' date=' perhaps found in the mod's documentation. On that note, why bother with the mod in the first place? :D[/quote']i am trying to figure out wich mod it is so i can (hopefully) toss it out of my list :P @ Rocksteady & @ Vegatry thanks guys will try it out right now :) (if its working i can shoot my self again for not seeing it :( ) Share this post Link to post Share on other sites
Rocksteady 10 Posted March 3, 2014 Might aswell look into this:http://killzonekid.com/arma-annoyances-say-no-to-randomize/ Yep this. That feedback ticket is nearly a year old now. Sometimes I really wonder what assigned actually means. The dev assigned could at least write one sentence explaining why it can't be fixed easily or why it just isn't a high priority. Most people seem to think it is easily solved. Share this post Link to post Share on other sites
Harzach 2518 Posted March 3, 2014 Most people seem to think it is easily solved. Indeed, and KK's solution is painfully simple in every way. Come on, BI. Share this post Link to post Share on other sites
supergruntsb78 67 Posted March 3, 2014 Just as Rocksteady said { if(side _x == civilian) then { removeGoggles _x; }; } foreach (allUnits); put this in a init works like a charm :) thanks Share this post Link to post Share on other sites