onedigita 17 Posted February 16, 2015 Been trying to figure out how I can prevent a player from removing there uniform and there helmet, so far my search has turned up nothing. Share this post Link to post Share on other sites
epicgoldenwarrior 11 Posted February 16, 2015 Gimme 1 hr till i get home Share this post Link to post Share on other sites
epicgoldenwarrior 11 Posted February 16, 2015 By Iceman77: Hmm. Try this.init.sqf if (!(isDedicated)) then { waitUntil {!(isNull player)}; player addEventHandler ["inventoryOpened","_nul=execVM 'script.sqf'"]; }; script.sqf waitUntil {!(isNull (findDisplay 602))}; while {!(isNull (findDisplay 602))} do {// Keep the "uniform slot" control on lockdown. Else there are loop holes. No pun intended. ctrlEnable [6331, false]; }; Additional controls for later use waitUntil {!(isNull (findDisplay 602))}; while {!(isNull (findDisplay 602))} do { { ctrlEnable [_x, false]; } forEach [ 6331, // uniform 6381, // vest 6191, // backpack 6240, // headgear 610, // Primary Weapon 620, // PW Muzzle 621, // PW Optics 622, // PW Flashlight 611, // secondary weapon 612, // hand Gun 630, // HG Flashlight 628, // HG Muzzle 629 // HG Optics ]; }; ---------- Post added at 13:04 ---------- Previous post was at 12:19 ---------- Could also use ctrl eventhandler(s) instead of the loop. waitUntil {!(isNull (findDisplay 602))}; ((findDisplay 602) displayCtrl 6331) ctrlAddEventHandler ["mouseButtonDown", "ctrlEnable [6331, false];"]; ((findDisplay 602) displayCtrl 6331) ctrlAddEventHandler ["mouseHolding", "ctrlEnable [6331, false];"]; Share this post Link to post Share on other sites
onedigita 17 Posted February 17, 2015 (edited) lol i didnt get that the first time around it works for the uniform but not on helmet or vest. also i wonder would this prevent if this would also prevent the enemy from picking it up off a dead body? also still allows you to put on other uniforms. but its a dam good start in the right direction tyvm Edited February 17, 2015 by onedigita Share this post Link to post Share on other sites
epicgoldenwarrior 11 Posted February 17, 2015 Take the text from script.sqf and write it again, and change the number to the appropriate one so helmet cannot be taken off. Share this post Link to post Share on other sites
onedigita 17 Posted February 17, 2015 now this is kind if a secondary idea. but i also want to restrict my pilots to smgs, now would i have to than give them a smg upon starting the mission and just lock that one or can I allow to them choose from smgs? Share this post Link to post Share on other sites
epicgoldenwarrior 11 Posted February 17, 2015 Pilots have smgs so if you do it this way, you could lock it. There are other ways tho. Share this post Link to post Share on other sites
zealot111 13 Posted February 28, 2015 Take the text from script.sqf and write it again, and change the number to the appropriate one so helmet cannot be taken off. Great script, player cannot to remove helmet and uniform, but anyway he can to exchange helmet or uniform with the dead body. How can that could be disabled? Share this post Link to post Share on other sites
epicgoldenwarrior 11 Posted March 1, 2015 Not sure tbh :/ Share this post Link to post Share on other sites
Cpt.Price21 0 Posted June 10, 2018 Could you tell nightvision id too ? İ mean number of slot nv goggles ? Share this post Link to post Share on other sites
7erra 629 Posted June 28, 2018 On 10.6.2018 at 8:57 PM, Cpt.Price21 said: Could you tell nightvision id too ? İ mean number of slot nv goggles ? The IDC is 6217 I have removed all unimportant information from the Inventory config so you only have the idcs for the slots: class RscDisplayInventory { class controls { class SlotPrimary: GroundTab { idc=610; }; class SlotPrimaryMuzzle: SlotPrimary { idc=620; }; class SlotPrimaryUnderBarrel: SlotPrimary { idc=641; }; class SlotPrimaryFlashlight: SlotPrimary { idc=622; }; class SlotPrimaryOptics: SlotPrimary { idc=621; }; class SlotPrimaryMagazineGL: SlotPrimary { idc=644; }; class SlotPrimaryMagazine: SlotPrimary { idc=623; }; class SlotSecondary: SlotPrimary { }; class SlotSecondaryMuzzle: SlotPrimary { idc=624; }; class SlotSecondaryUnderBarrel: SlotPrimary { idc=642; }; class SlotSecondaryFlashlight: SlotPrimary { idc=626; }; class SlotSecondaryOptics: SlotPrimary { idc=625; }; class SlotSecondaryMagazine: SlotPrimary { idc=627; }; class SlotHandgun: SlotPrimary { idc=612; }; class SlotHandgunMuzzle: SlotPrimary { idc=628; }; class SlotHandgunUnderBarrel: SlotPrimary { idc=643; }; class SlotHandgunFlashlight: SlotPrimary { idc=630; }; class SlotHandgunOptics: SlotPrimary { idc=629; }; class SlotHandgunMagazine: SlotPrimary { idc=631; }; class SlotHeadgear: SlotPrimary { idc=6240; }; class SlotGoggles: SlotPrimary { idc=6216; }; class SlotHMD: SlotPrimary { idc=6217; }; class SlotBinoculars: SlotPrimary { idc=6238; }; class SlotMap: SlotPrimary { idc=6211; }; class SlotGPS: SlotPrimary { idc=6215; }; class SlotCompass: SlotPrimary { idc=6212; }; class SlotRadio: SlotPrimary { idc=6214; }; class SlotWatch: SlotPrimary { idc=6213; }; class UniformTab: GroundTab { idc=6332; }; class UniformSlot: SlotPrimary { idc=6331; }; class VestSlot: SlotPrimary { idc=6381; }; class BackpackSlot: SlotPrimary { idc=6191; }; }; }; Share this post Link to post Share on other sites
Cpt.Price21 0 Posted July 23, 2018 7erra , Thank you so much you helped. But there is one more problem, When someone trying to take uniform from body he can take it how can i solute it ? İt blocks only drop unit elements but don't block to swap.. Share this post Link to post Share on other sites
7erra 629 Posted July 23, 2018 14 hours ago, Cpt.Price21 said: When someone trying to take uniform from body he can take it how can i solute it ? Hm though question. I'd try something like this: this addEventHandler ["InventoryClosed", { params ["_unit", "_container"]; _defaultUniform = "U_I_G_Story_Protagonist_F"; _curUniform = uniform _unit; if (_curUniform != _defaultUniform) then { _itemsUnit = uniformItems _unit; _unit forceAddUniform _defaultUniform; {_unit addItemToUniform _x} forEach _itemsUnit; }; }]; Run this from the init line of the unit. atm I can't find a solution do delete the dropped uniform and restoring the uniform of the container as there is no command to remove one specific item. Change the _defaultUniform to what the player should wear. Share this post Link to post Share on other sites
pierremgi 4857 Posted July 24, 2018 this spawn { _unif = uniform _this; _inv = uniformItems _this; waitUntil {sleep0.3; (uniform _this isEqualTo _unif)}; removeUniform _this; _this forceAddUniform _unif; {_this addItemToUniform _x} forEach _inv }; Share this post Link to post Share on other sites
7erra 629 Posted July 24, 2018 5 hours ago, pierremgi said: this spawn { _unif = uniform _this; _inv = uniformItems _this; waitUntil {sleep0.3; (uniform _this isEqualTo _unif)}; removeUniform _this; _this forceAddUniform _unif; {_this addItemToUniform _x} forEach _inv }; Shouldn't this be a loop? Otherwise it's a one way use. And I think the waitUntil statement is missing a ! since it will return true on the first run. Share this post Link to post Share on other sites
pierremgi 4857 Posted July 24, 2018 4 hours ago, 7erra said: Shouldn't this be a loop? Otherwise it's a one way use. And I think the waitUntil statement is missing a ! since it will return true on the first run. yep! my bad. I have more time to write something more convenient: 0 = this spawn { while {alive _this} do { _this setVariable ["invUnifPlyr",uniformItems _this]; sleep 2; }; }; 0 = this spawn { _unif = uniform _this; while {alive _this} do { waitUntil {sleep 0.3; !(uniform _this isEqualTo _unif)}; removeUniform _this; _inv = _this getVariable ["invUnifPlyr",uniformItems _this]; _this forceAddUniform _unif; {_this addItemToUniform _x} forEach _inv; }; }; 2 Share this post Link to post Share on other sites
JoMiMi 3 Posted April 21, 2020 On 7/24/2018 at 9:23 AM, pierremgi said: yep! my bad. I have more time to write something more convenient: 0 = this spawn { while {alive _this} do { _this setVariable ["invUnifPlyr",uniformItems _this]; sleep 2; }; }; 0 = this spawn { _unif = uniform _this; while {alive _this} do { waitUntil {sleep 0.3; !(uniform _this isEqualTo _unif)}; removeUniform _this; _inv = _this getVariable ["invUnifPlyr",uniformItems _this]; _this forceAddUniform _unif; {_this addItemToUniform _x} forEach _inv; }; }; Is there a way to do this while using custom textured uniforms using setObjectTextureGlobal? Share this post Link to post Share on other sites
pierremgi 4857 Posted April 22, 2020 you probably need to texture the "new" uniform after forcing it. So setting object texture like you did somewhere: _this forceAddUniform _unif; _this setObjectTextureGlobal [0, <your texture here>]; See also the 2nd example here. Share this post Link to post Share on other sites
EO 11275 Posted July 22, 2023 Firstly apologies for resurrecting an old thread but after searching around for a while this is the only thing that comes close to what I want to achieve. In my SP mission I want the player to wear the same uniform loadout (uniform, headgear, vest and backpack) from beginning to end so I need the ability to remove the option to switch or take clothing/equipment from dead bodies. Spoiler On 7/24/2018 at 5:23 PM, pierremgi said: 0 = this spawn { while {alive _this} do { _this setVariable ["invUnifPlyr",uniformItems _this]; sleep 2; }; }; 0 = this spawn { _unif = uniform _this; while {alive _this} do { waitUntil {sleep 0.3; !(uniform _this isEqualTo _unif)}; removeUniform _this; _inv = _this getVariable ["invUnifPlyr",uniformItems _this]; _this forceAddUniform _unif; {_this addItemToUniform _x} forEach _inv; }; }; This code still seems to work but it has a few drawbacks, when the player tries to switch uniforms it generates a copy of the players original uniform on the ground, this uniform still contains the items the player was originally carrying, so my question would be... Is it possible to amend the code so these duplicated inventory items are removed from the groundholder uniform. My mission is survival based so I don't want the player to have access to these "freebies". 1 Share this post Link to post Share on other sites
EO 11275 Posted August 12, 2023 Still looking for a bit of help with this code... Spoiler 0 = this spawn { while {alive _this} do { _this setVariable ["invUnifPlyr",uniformItems _this]; sleep 2; }; }; 0 = this spawn { _unif = uniform _this; while {alive _this} do { waitUntil {sleep 0.3; !(uniform _this isEqualTo _unif)}; removeUniform _this; _inv = _this getVariable ["invUnifPlyr",uniformItems _this]; _this forceAddUniform _unif; {_this addItemToUniform _x} forEach _inv; }; }; It's perfect for my needs and I've managed to work around my issues stated in the previous post but as the code stands when a player tries to change uniform it creates a duplicate of the players original uniform on the ground (suitpack), so is there any code that could be added to script provided by pierremgi to delete this discarded ground uniform as soon as it's duplicated? It also doesn't help that the discarded uniform has no texture but I believe this to be a CUP issue with the PMC uniform itself. Share this post Link to post Share on other sites