zagor64bz 1225 Posted January 9, 2018 7 hours ago, locky09 said: Hi i can not for the life on me get this to work do you have a you tube clip of the steps or could you go over step by step on what i have to do im trying to change west units that spawn into the map into a usm 90s desert model but its staying vanilla. The opening post from jshock is self-explanatory.... I wonder..the uniform you want to use..is from a mod? Is the mod launched with the game? Did you get the correct class for that uniform? If you post a little example mission I can help.... Share this post Link to post Share on other sites
locky09 0 Posted January 11, 2018 On 10/01/2018 at 4:39 AM, zagor64bz said: The opening post from jshock is self-explanatory.... I wonder..the uniform you want to use..is from a mod? Is the mod launched with the game? Did you get the correct class for that uniform? If you post a little example mission I can help.... i got it to work thanx but do you know how to let them spawn with a rifle and anti tank weapon i put the weapon names in and if they get the anti tank they only get that and no rifle Share this post Link to post Share on other sites
zagor64bz 1225 Posted January 11, 2018 Where did you change or add the class name of the AT weapons? Because if you changed it in here (redressInit.sqf): Spoiler - //Gear classes names go below! //----------------------------- JSHK_weaponArr = ["LMG_Zafir_F","arifle_Mk20_F"]; they will be the primary weapon.That's why your unit have only AT weapons and no rifle. Make sure you add the SPECIAL unit array //Gear classes names go below! //----------------------------- //Special Units Classnames //----------------------------- JSHK_ATunits = ["O_Soldier_AT_F","I_Soldier_AT_F","B_Soldier_AT_F"]; JSHK_Medicalunits = ["O_medic_F","I_medic_F","B_medic_F"]; JSHK_AAunits = ["O_Soldier_AA_F","I_Soldier_AA_F","B_Soldier_AA_F"]; and if you need to change the AT weapons go to fn_Redress.sqf and on line 123-124 change the classnames: Spoiler if !(_special) exitWith { if (_continuous) then { [_unitSide,_special,_factionExclude] spawn JSHK_fnc_countLoop; }; }; if ((count _ATunits) > 0) then { { _x addWeapon "launch_RPG32_F"; _x addMagazine ["RPG32_HE_F", 2]; } foreach _ATunits; }; Hope it help. Share this post Link to post Share on other sites
locky09 0 Posted January 11, 2018 2 hours ago, zagor64bz said: Where did you change or add the class name of the AT weapons? Because if you changed it in here (redressInit.sqf): Hide contents - //Gear classes names go below! //----------------------------- JSHK_weaponArr = ["LMG_Zafir_F","arifle_Mk20_F"]; they will be the primary weapon.That's why your unit have only AT weapons and no rifle. Make sure you add the SPECIAL unit array //Gear classes names go below! //----------------------------- //Special Units Classnames //----------------------------- JSHK_ATunits = ["O_Soldier_AT_F","I_Soldier_AT_F","B_Soldier_AT_F"]; JSHK_Medicalunits = ["O_medic_F","I_medic_F","B_medic_F"]; JSHK_AAunits = ["O_Soldier_AA_F","I_Soldier_AA_F","B_Soldier_AA_F"]; and if you need to change the AT weapons go to fn_Redress.sqf and on line 123-124 change the classnames: Hide contents if !(_special) exitWith { if (_continuous) then { [_unitSide,_special,_factionExclude] spawn JSHK_fnc_countLoop; }; }; if ((count _ATunits) > 0) then { { _x addWeapon "launch_RPG32_F"; _x addMagazine ["RPG32_HE_F", 2]; } foreach _ATunits; }; Hope it help. i did that but noone is spawning in with any any at weapons //Gear classes names go below! //----------------------------- JSHK_weaponArr = ["CUP_arifle_M16A4_ACOG_Laser","CUP_arifle_M16A4_GL_ACOG_Laser","CUP_lmg_M249","CUP_arifle_M16A4_GL_Laser","CUP_arifle_M16A4_Aim_Laser"]; JSHK_uniformArr = ["usm_bdu_dcu"]; JSHK_vestArr = ["usm_vest_pasgt_lbv_gr","usm_vest_pasgt_lbv_rm"]; JSHK_headArr = ["usm_helmet_pasgt_g_dcu"]; JSHK_goggleArr = [""]; JSHK_backpackArr = ["","usm_pack_m5_medic","",""]; //----------------------------- //Special Units Classnames //----------------------------- JSHK_ATunits = ["usm_soldier_90s_d_h_at4"]; JSHK_Medicalunits = ["usm_soldier_90s_d_h_medic"]; JSHK_AAunits = []; //----------------------------- Share this post Link to post Share on other sites
zagor64bz 1225 Posted January 11, 2018 5 hours ago, locky09 said: i did that but noone is spawning in with any any at weapon Spoiler //Gear classes names go below! //----------------------------- JSHK_weaponArr = ["CUP_arifle_M16A4_ACOG_Laser","CUP_arifle_M16A4_GL_ACOG_Laser","CUP_lmg_M249","CUP_arifle_M16A4_GL_Laser","CUP_arifle_M16A4_Aim_Laser"]; JSHK_uniformArr = ["usm_bdu_dcu"]; JSHK_vestArr = ["usm_vest_pasgt_lbv_gr","usm_vest_pasgt_lbv_rm"]; JSHK_headArr = ["usm_helmet_pasgt_g_dcu"]; JSHK_goggleArr = [""]; JSHK_backpackArr = ["","usm_pack_m5_medic","",""]; //----------------------------- //Special Units Classnames //----------------------------- JSHK_ATunits = ["usm_soldier_90s_d_h_at4"]; JSHK_Medicalunits = ["usm_soldier_90s_d_h_medic"]; JSHK_AAunits = []; How do you call the redressing script? in your init.sqf? Can you post it? You do change to true in the parameters, right? Spoiler Parameters for the script are as follows: 1- Side - (EAST, WEST, CIV, INDEPENDENT) (default: EAST) 2- Use of special units- (true/false) (default: true) 3- Check for spawned units- (true/false) (default: false) Example call lines for your init.sqf: //For only on mission start (one time redress) null = [EAST, true, false] execVM "JSHK_Redress\redressInit.sqf"; //For continuous checking to redress any "spawned" units null = [EAST, true, true] execVM "JSHK_Redress\redressInit.sqf"; and you did input the right AT weapon and magazine in the fn_Redress.sqf....right? if ((count _ATunits) > 0) then { { _x addWeapon "launch_RPG32_F"; _x addMagazine ["RPG32_HE_F", 2]; } foreach _ATunits; }; Share this post Link to post Share on other sites
locky09 0 Posted January 12, 2018 19 hours ago, zagor64bz said: Reveal hidden contents //Gear classes names go below! //----------------------------- JSHK_weaponArr = ["CUP_arifle_M16A4_ACOG_Laser","CUP_arifle_M16A4_GL_ACOG_Laser","CUP_lmg_M249","CUP_arifle_M16A4_GL_Laser","CUP_arifle_M16A4_Aim_Laser"]; JSHK_uniformArr = ["usm_bdu_dcu"]; JSHK_vestArr = ["usm_vest_pasgt_lbv_gr","usm_vest_pasgt_lbv_rm"]; JSHK_headArr = ["usm_helmet_pasgt_g_dcu"]; JSHK_goggleArr = [""]; JSHK_backpackArr = ["","usm_pack_m5_medic","",""]; //----------------------------- //Special Units Classnames //----------------------------- JSHK_ATunits = ["usm_soldier_90s_d_h_at4"]; JSHK_Medicalunits = ["usm_soldier_90s_d_h_medic"]; JSHK_AAunits = []; How do you call the redressing script? in your init.sqf? Can you post it? You do change to true in the parameters, right? Hide contents Parameters for the script are as follows: 1- Side - (EAST, WEST, CIV, INDEPENDENT) (default: EAST) 2- Use of special units- (true/false) (default: true) 3- Check for spawned units- (true/false) (default: false) Example call lines for your init.sqf: //For only on mission start (one time redress) null = [EAST, true, false] execVM "JSHK_Redress\redressInit.sqf"; //For continuous checking to redress any "spawned" units null = [EAST, true, true] execVM "JSHK_Redress\redressInit.sqf"; and you did input the right AT weapon and magazine in the fn_Redress.sqf....right? if ((count _ATunits) > 0) then { { _x addWeapon "launch_RPG32_F"; _x addMagazine ["RPG32_HE_F", 2]; } foreach _ATunits; }; { _x setBehaviour "CARELESS"; _x setCombatMode "BLUE"; } foreach allunits; //For only on mission start //null = [WEST,true, false] execVM "JSHK_Redress\redressInit.sqf"; //For continuous checking to redress any "spawned" units 0 = [WEST,true,true] execVM "JSHK_Redress\redressInit.sqf"; Share this post Link to post Share on other sites
zagor64bz 1225 Posted January 12, 2018 Sorry bud.. can't help ya more than that....must be conflicting with something else then..... Beside that...a "thank you" here and there wouldn't be bad, you know. I asked you twice if you did change the fn_Redress.sqf with no response... I also helped you HERE with not even a sign of acknowledgement ... or if even my suggestion worked or not... We "olders" really like to help out, but it should NOT be taken for granted.... Zagor out. 2 Share this post Link to post Share on other sites
diehardfc 41 Posted February 15, 2019 I run this script from initServer.sqf on a dedicated server so that it's not doing its thing every time a player joins, but it only removes and replaces uniforms, vests, and inventory items. Unit weapons, NVGs, packs, and identities are not removed or replaced. I'm sure this has something to do with locality, the dedicated server, or the use of initServer.sqf vs init.sqf, but I can't for the life of me figure out what, so I thought I'd see if someone might have some insight. I had the same problem with another script that used Arsenal loadouts. Thanks in advance for any shared wisdom! Share this post Link to post Share on other sites
pliskin124 4 Posted May 2, 2022 Does anyone still have an archived version of this since Armaholic went down? Share this post Link to post Share on other sites