Magirot 14 Posted April 10, 2014 I'm stumped then. I guess you could still try putting the above uniform thing in the trigger, but I've no idea of what'd cause the uniform to disappear in the first place. Share this post Link to post Share on other sites
spookygnu 563 Posted April 10, 2014 (edited) I was using LEA and/or VAS to change into my own loadout, to see if one was doing it and the other wasn't but as it happens. Both mods do it, bummer! I also did this with other players to test it out and they were seeing the same thing I did in the first instance when it was brought to my attention. I was seeing them naked, yet they were certain they could see their own uniforms on. I think I need to define a global uniform? if that is the correct way to think about it, I'm not sure. But logic would tell me, that using the onPlayerRespawn.sqf and it being executed when someone spawns, couldn't I just define the loadout for them in the sqf. With something in there that woudl define it globally? Edited April 10, 2014 by SpookyGnu Share this post Link to post Share on other sites
Magirot 14 Posted April 10, 2014 I think I need to define a global uniform? The BIS_fnc_MP line I put in post 24 should do that. But logic would tell me, that using the onPlayerRespawn.sqf and it being executed when someone spawns, couldn't I just define the loadout for them in the sqf. With something in there that woudl define it globally? onPlayerRespawn.sqf is only executed for the player respawning. You could use it to define the loadout though, if you use the BIS_fnc_MP line for addUniform. Share this post Link to post Share on other sites
spookygnu 563 Posted April 10, 2014 As I am short on time and I don't really have the time to fully test it out before tonight, I'm going to remove the BLUFOR AI for now and have the players spawn in the compound and they can change their loadouts as they please. I think it is something to do with the switching sides that is effecting the uniforms. So without the Blufor AI the Players are not going to be at risk of getting shot by them once they spawn in. the only thing that will shoot at them is the other players dressed in Afghan outfits. They will still be on the OPFOR side, but we have our missions set where you don't see the units on the map so the compound won't look like it is overrun with red dots. I will not leave this as this, as I have made a bit of headway and the thread might be useful to other people if they want to find out how to do things like this. So as a solution for now and time running out for the game night tonight, I'm going to do as I mentioned. Magriot, could you possible still keep this query in mind and try to help me resolve it in the meantime? Share this post Link to post Share on other sites
Magirot 14 Posted April 10, 2014 Sure, but as said at the moment I have no idea what even could be causing it.Magriot, could you possible still keep this query in mind and try to help me resolve it in the meantime? Sure, but as said, at the moment I have no idea what could even be causing it. Changing a side hasn't previously affected wearing uniforms that the unit has on already, or that are applied by script, only uniforms that the player interacts with in-game. Share this post Link to post Share on other sites
spookygnu 563 Posted April 11, 2014 (edited) due to a bit of a fuckup by the server admin, I had to play the mission with the AI in last night, so in the video you can see about 3/4's through the result of what I was trying to do. this was recorded by someone else in the GU from their perspective. Edited April 11, 2014 by SpookyGnu Share this post Link to post Share on other sites
Magirot 14 Posted April 11, 2014 Was this without the BIS_fnc_MP line, or did it happen even with it? Share this post Link to post Share on other sites
spookygnu 563 Posted April 11, 2014 tbh I'm not quite sure??? I think it was without because I know this version was had the line in the trigger that would switch the side of the player. Share this post Link to post Share on other sites