migueldarius 10 Posted December 16, 2014 Hello all, I need restrict the UAV backpack, only this drone, the plane and the car is allowed, only the copter is restrict, how to do this? :confused: Thanks for read. ^^ Share this post Link to post Share on other sites
Tajin 349 Posted December 16, 2014 So you want to restrict the UAV, but not the UAV? :Oo: How about you start over by writing a proper description of: 1. What you want 2. What you already have 3. What you don't want 4. Where the problem is Along with any other details that might be relevant. (type of mission, equipment availability, mp/sp, scripts used, ...) :blues: Share this post Link to post Share on other sites
migueldarius 10 Posted December 16, 2014 So you want to restrict the UAV, but not the UAV?:Oo: How about you start over by writing a proper description of: 1. What you want 2. What you already have 3. What you don't want 4. Where the problem is Along with any other details that might be relevant. (type of mission, equipment availability, mp/sp, scripts used, ...) :blues: true, true hahaha, sorry, well I want that in the mission is restrict the UAV copter, I added a virtual ammo box and I don't know how to restrict chose the UAV backpack this addAction ["Arsenal", {["Open",true] spawn BIS_fnc_arsenal;}]; Share this post Link to post Share on other sites
Lala14 135 Posted December 16, 2014 ok wait hold up ... so you just want to restrict the UAV Backpack??? Share this post Link to post Share on other sites
migueldarius 10 Posted December 16, 2014 Yup and don't use this drone, only this drone. ---------- Post added at 13:59 ---------- Previous post was at 12:05 ---------- Help please! Share this post Link to post Share on other sites
lappihuan 178 Posted December 16, 2014 I have never read such a confusing description before.. pls try to explain your problem carfully and especialy what do you want to restrict, because this is the most unclear thing in your description. If you can explain everything so ppl understand you, you will get help anyway Share this post Link to post Share on other sites
Tajin 349 Posted December 16, 2014 I think he doesn't want the UAV Backpacks to be available in VAB. :confused: Something like this should work: ["AmmoboxInit",[this,true,{true}]] spawn BIS_fnc_arsenal; [this,["B_UAV_01_backpack_F","I_UAV_01_backpack_F","O_UAV_01_backpack_F"],true] BIS_fnc_removeVirtualBackpackCargo; Share this post Link to post Share on other sites
lappihuan 178 Posted December 16, 2014 one can only guess :p Share this post Link to post Share on other sites
migueldarius 10 Posted December 16, 2014 I think he doesn't want the UAV Backpacks to be available in VAB.:confused: Something like this should work: Yes this is it that I need, remove from VAB the UAV backpack. And don't work your code :( Share this post Link to post Share on other sites
jshock 513 Posted December 16, 2014 And don't work your code :( I would think it should work, how are you using it? Share this post Link to post Share on other sites
migueldarius 10 Posted December 16, 2014 I would think it should work, how are you using it? ammoCrate init: ["AmmoboxInit",[this,true,{true}]] spawn BIS_fnc_arsenal; [this,["B_UAV_01_backpack_F","I_UAV_01_backpack_F","O_UAV _01_backpack_F"],true] BIS_fnc_removeVirtualBackpackCargo; Share this post Link to post Share on other sites
jshock 513 Posted December 16, 2014 (edited) Hmm, weird.... Assuming your not on development build, try BIS_fnc_arsenal without the third parameter (condition check), it may not make a difference: ["AmmoboxInit",[this,true]] spawn BIS_fnc_arsenal; [this,["B_UAV_01_backpack_F","I_UAV_01_backpack_F","O _UAV _01_backpack_F"],true] BIS_fnc_removeVirtualBackpackCargo; EDIT: There is actually a similar issue brought up in this thread, though it's about VA removing weapons, not backpacks, but it should be the same thing (FYI, there aren't any responses). Edited December 16, 2014 by JShock Share this post Link to post Share on other sites
migueldarius 10 Posted December 16, 2014 Hmm, weird....Assuming your not on development build, try BIS_fnc_arsenal without the third parameter (condition check), it may not make a difference: ["AmmoboxInit",[this,true]] spawn BIS_fnc_arsenal; [this,["B_UAV_01_backpack_F","I_UAV_01_backpack_F","O _UAV _01_backpack_F"],true] BIS_fnc_removeVirtualBackpackCargo; EDIT: There is actually a similar issue brought up in this thread, though it's about VA removing weapons, not backpacks, but it should be the same thing (FYI, there aren't any responses). Not accept bye game :/ Share this post Link to post Share on other sites
jshock 513 Posted December 16, 2014 (edited) Not accept bye game :/ And that's because Tajin missed the call command for BIS_fnc_removeVirtualBackpackCargo :p. ["AmmoboxInit",[this,true]] spawn BIS_fnc_arsenal; [this,["B_UAV_01_backpack_F","I_UAV_01_backpack_F","O_UAV _01_backpack_F"],true] call BIS_fnc_removeVirtualBackpackCargo; But actually in my testing, it still doesn't accomplish the goal of removing the backpacks. I was also getting the following error: Edited December 16, 2014 by JShock Share this post Link to post Share on other sites
migueldarius 10 Posted December 16, 2014 ["AmmoboxInit",[this,true]] spawn BIS_fnc_arsenal; [this,["B_UAV_01_backpack_F","I_UAV_01_backpack_F","O_UAV _01_backpack_F"],true] call BIS_fnc_removeVirtualBackpackCargo; "script type, expected nothing" :butbut: why don't work? Share this post Link to post Share on other sites
jshock 513 Posted December 16, 2014 BIS_fnc_arenal is spawned, that's why, try: null = ["AmmoboxInit",[this,true]] spawn BIS_fnc_arsenal; [this,["B_UAV_01_backpack_F","I_UAV_01_backpack_F","O_UAV _01_backpack_F"],true] call BIS_fnc_removeVirtualBackpackCargo; Share this post Link to post Share on other sites
Tajin 349 Posted December 16, 2014 Pff who needs "call" I usually run functions with my psychic powers alone. :D (good find) ^^ Oh and it may or may not have a problem with the fact that the arsenal takes a while to init. Not sure if the remove function by itself is smart enough for the arsenal-init to finish. Share this post Link to post Share on other sites
jshock 513 Posted December 16, 2014 Oh and it may or may not have a problem with the fact that the arsenal takes a while to init. Not sure if the remove function by itself is smart enough for the arsenal-init to finish. In that case, let's have a little experiment: bis_arsenalLoad = ["AmmoboxInit",[this,true]] spawn BIS_fnc_arsenal; someScriptWaitingForArsenalToLoad = [] spawn { waitUntil {scriptDone bis_arsenalLoad}; [this,["B_UAV_01_backpack_F","I_UAV_01_backpack_F","O_UAV _01_backpack_F"],true] call BIS_fnc_removeVirtualBackpackCargo; }; Share this post Link to post Share on other sites
migueldarius 10 Posted December 16, 2014 BIS_fnc_arenal is spawned, that's why, try: null = ["AmmoboxInit",[this,true]] spawn BIS_fnc_arsenal; [this,["B_UAV_01_backpack_F","I_UAV_01_backpack_F","O_UAV _01_backpack_F"],true] call BIS_fnc_removeVirtualBackpackCargo; Nope, don't work :confused: http://cloud-4.steampowered.com/ugc/29602236286914392/2547446275AF7A14ACD0BC01E43921E9AB7D9F43/ (110 kB) http://cloud-4.steampowered.com/ugc/29602236287054913/9F39D63B9F1AEF7DC2C1568F846504A833F6E05C/ (182 kB) Share this post Link to post Share on other sites
jshock 513 Posted December 16, 2014 Nope, don't work :confused: I'm aware, that's why I said: But actually in my testing, it still doesn't accomplish the goal of removing the backpacks. Share this post Link to post Share on other sites
migueldarius 10 Posted December 16, 2014 (edited) In that case, let's have a little experiment: bis_arsenalLoad = ["AmmoboxInit",[this,true]] spawn BIS_fnc_arsenal; someScriptWaitingForArsenalToLoad = [] spawn { waitUntil {scriptDone bis_arsenalLoad}; [this,["B_UAV_01_backpack_F","I_UAV_01_backpack_F","O_UAV _01_backpack_F"],true] call BIS_fnc_removeVirtualBackpackCargo; }; not work, :( Edited December 16, 2014 by MiguelDarius Share this post Link to post Share on other sites
jshock 513 Posted December 16, 2014 not accepted Try naming the box, and replacing each this with the name of the box, and running this code in the init.sqf. Share this post Link to post Share on other sites
migueldarius 10 Posted December 16, 2014 I did it, and does not work, OMG what happen whit this T-T Share this post Link to post Share on other sites
jshock 513 Posted December 16, 2014 At this point I'm not sure, but here is another alternative: http://www.armaholic.com/page.php?id=19134 Share this post Link to post Share on other sites
migueldarius 10 Posted December 16, 2014 will be... Share this post Link to post Share on other sites