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thecoolsideofthepillow

Odd Problem with MenuInventory

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I had this working just fine in another mission (and the only difference is I am using the "vehicle =" command instead of manually creating custom loadouts) so I don't know what's wrong now; I want two different teams to select from two different loadout set ups.

Description.ext:

enableDebugConsole = 1;
author = "The Cool Side of the Pillow"
Respawn = 3;
RespawnDialog = 0;
aiKills = 1;
respawnTemplates[] = {"MenuInventory","MenuPosition"};
respawndelay = 10;
respawnOnStart = 1;
disabledAi = 1;
class header {
gametype = SC;
maxplayers = 32;
minplayers = 1;
};
class CfgRespawnInventory
{
class Guer1
{
	vehicle = "I_Soldier_AR_F"
	show = "side group _this == resistance";
};
class Guer2
{
	vehicle = "I_Soldier_M_F"
	show = "side group _this == resistance";
};
class Guer3
{
	vehicle =  "I_Soldier_LAT_F"
	show = "side group _this == resistance";
};
class Guer4
{
	vehicle = "I_medic_F"
	show = "side group _this == resistance";
};
class Guer5
{
	vehicle = "I_engineer_F"
	show = "side group _this == resistance";
};
class Guer6
{
	vehicle = "I_Soldier_exp_F"
	show = "side group _this == resistance";
};
class Guer7
{
	vehicle = "I_Soldier_GL_F"
	show = "side group _this == resistance";
};
class WEST1
{
	vehicle = "B_G_Soldier_AR_F"
	show = "side group _this == west";
};
class WEST2
{
	vehicle = "B_G_Soldier_M_F"
	show = "side group _this == west";
};
class WEST3
{
	vehicle =  "B_G_Soldier_LAT_F"
	show = "side group _this == west";
};
class WEST4
{
	vehicle = "B_G_medic_F"
	show = "side group _this == west";
};
class WEST5
{
	vehicle = "B_G_engineer_F"
	show = "side group _this == west";
};
class WEST6
{
	vehicle = "B_G_Soldier_exp_F"
	show = "side group _this == west";
};
class WEST7
{
	vehicle = "B_G_Soldier_GL_F"
	show = "side group _this == west";
};
};

init.sqf

if (local player) then { 
  player enableFatigue false; 
  player addEventhandler ["Respawn", {player enableFatigue false}]; 
};

[west, "WEST1"] call BIS_fnc_addRespawnInventory;
[west, "WEST2"] call BIS_fnc_addRespawnInventory;
[west, "WEST3"] call BIS_fnc_addRespawnInventory;
[west, "WEST4"] call BIS_fnc_addRespawnInventory;
[west, "WEST5"] call BIS_fnc_addRespawnInventory;
[west, "WEST6"] call BIS_fnc_addRespawnInventory;
[west, "WEST7"] call BIS_fnc_addRespawnInventory;

[Guer, "Guer1"] call BIS_fnc_addRespawnInventory;
[Guer, "Guer2"] call BIS_fnc_addRespawnInventory;
[Guer, "Guer3"] call BIS_fnc_addRespawnInventory;
[Guer, "Guer4"] call BIS_fnc_addRespawnInventory;
[Guer, "Guer5"] call BIS_fnc_addRespawnInventory;
[Guer, "Guer6"] call BIS_fnc_addRespawnInventory;
[Guer, "Guer7"] call BIS_fnc_addRespawnInventory;

What happens is the Independent team sees only their loadouts, but the West teams seems both and when playing as a Western unit, the game is extremely laggy where as joining the Independent team runs like normal.

I don't know if it will help or not, but the "West" team is all FIA faction members. It's also being made on Porto from the AiA terrain pack.

If I remove all the loadouts for the green team, the blue team works fine seeing only their loadouts (as expected obviously) and without any lag, the green team sees no loadouts and spawns out in the ocean (I don't know why it would affect their spawn placement simply because they have no loadout, but that's what happens).

Edited by TheCoolSideofthePillow

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