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Virtual Garage - possible to use as spawner like VVS?

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Not sure if this is proper place to ask

VVS is nice, but broken in many ways...

Question is, can i use new Virtual Garage to spawn different kind of transport on pre-defined markers?

In case of VVS, i attached bunch of actions to radio on table, placed marks like spawner_air and spawner_heli, and done.

So... what's with garage? Can't find any info about it.

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No. Not sure. From what i've tested, the vehicles spawned from the Garage are invincible. Not sure if you can change that kind of thing, probably through configs. But, it'd be interesting if VAS and VVS were replaced by the new Arsenal interface entirely, its so much smoother, fast, neat, and you can actually see everything on your character. It can also be limited faction wise as well. Really great interface BIS came up with.

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I'm also interested in this, maybe we can finally have one system for everything. But, for now, there's no proper documentation for the Arsenal, so we have to wait until that's done.

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No. Not sure. From what i've tested, the vehicles spawned from the Garage are invincible. Not sure if you can change that kind of thing, probably through configs. But, it'd be interesting if VAS and VVS were replaced by the new Arsenal interface entirely, its so much smoother, fast, neat, and you can actually see everything on your character. It can also be limited faction wise as well. Really great interface BIS came up with.

What's the point of it, then? Just to test transport in VR scenario?

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You can add the following code into the init of ammo crate, to get the virtual arsenal to work.

this addAction ["<t size='1.5' shadow='1' color='#FF7722'>Virtual Loadout</t>" , {["Open",true] spawn BIS_fnc_arsenal}];

for example I have this running from the init,

this addEventHandler["handleDamage", {false}]; this allowdamage false;     
this addAction ["<t size='1.5' shadow='1' color='#FF7722'>Virtual Loadout</t>" , {["Open",true] spawn BIS_fnc_arsenal}];   
this addAction ["<t size='1.5' shadow='1' color='#FF7722'>AntiAir</t>", "scripts\loadouts\AntiAir.sqf"];   
this addAction ["<t size='1.5' shadow='1' color='#FF7722'>AntiTank</t>", "scripts\loadouts\AntiTank.sqf"];   
this addAction ["<t size='1.5' shadow='1' color='#FF7722'>Demolition</t>", "scripts\loadouts\Demolitionist.sqf"];   
this addAction ["<t size='1.5' shadow='1' color='#FF7722'>Grenadier</t>", "scripts\loadouts\Grenadier.sqf"];   
this addAction ["<t size='1.5' shadow='1' color='#FF7722'>Heavy Gunner</t>", "scripts\loadouts\Heavy.sqf"];   
this addAction ["<t size='1.5' shadow='1' color='#FF7722'>Medic</t>", "scripts\loadouts\Medic.sqf"];   
this addAction ["<t size='1.5' shadow='1' color='#FF7722'>Officer</t>", "scripts\loadouts\Officer.sqf"];   
this addAction ["<t size='1.5' shadow='1' color='#FF7722'>Pilot</t>", "scripts\loadouts\Pilot.sqf"];   
this addAction ["<t size='1.5' shadow='1' color='#FF7722'>Recon</t>", "scripts\loadouts\Recon.sqf"];   
this addAction ["<t size='1.5' shadow='1' color='#FF7722'>Repair Specialist</t>", "scripts\loadouts\RepairSpecialist.sqf"];   
this addAction ["<t size='1.5' shadow='1' color='#FF7722'>Saboteur</t>", "scripts\loadouts\Saboteur.sqf"];   
this addAction ["<t size='1.5' shadow='1' color='#FF7722'>Sniper</t>", "scripts\loadouts\Sniper.sqf"];  
this addAction ["<t size='1.5' shadow='1' color='#FF7722'>Squad Leader</t>", "scripts\loadouts\SquadLeader.sqf"];   
this addAction ["<t size='1.5' shadow='1' color='#FF7722'>Squad Leader (R)</t>", "scripts\loadouts\SquadLeader(R).sqf"];   
this addAction ["<t size='1.5' shadow='1' color='#FF7722'>Squad Leader Diver (R)</t>", "scripts\loadouts\Diver(R).sqf"];    
this setvariable ["nodrag",false,true]; 

example mission file : https://drive.google.com/file/d/0B7f7inkZ9lkaRHZ2OTZTSE5BNE0/view?usp=sharing

Edited by kaysio

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I was asking about garage, not arsenal...

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I just tried replacing BIS_fnc_arsenal with BIS_fnc_garage and it worked. It spawns the vehicle right beside the player though. So adding this to the players init field in the Mission-Editor should work:

this addaction ["Open Virtual Garage", {["Open",true] call BIS_fnc_garage;}];

Edit: Using 'vehicle allowDamage true' makes the vehicle vulnerable again, though I don't know how to apply this dynamically once the vehicle spawns.

Edited by CptGrumpyCat

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I just tried replacing BIS_fnc_arsenal with BIS_fnc_garage and it worked. It spawns the vehicle right beside the player though. So adding this to the players init field in the Mission-Editor should work:
this addaction ["Open Virtual Garage", {["Open",true] call BIS_fnc_garage;}];

Edit: Using 'vehicle allowDamage true' makes the vehicle vulnerable again, though I don't know how to apply this dynamically once the vehicle spawns.

how exactly did you get this to work? with the allow damage bit? please give example.

e mail me back please help.

me and my friend have been trying to figure it out but cant.

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[] spawn {
while {true} do {{_x allowdamage true} forEach vehicles; sleep 15;};
};

This would work, but I'm not sure it is worth the weight. Another reason why the garage is still not a great option yet is that it can only have one vehicle per player at a time it seems. I'm sure the devs will fix it up for us soon. :)

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I have made a work around, haven't tested on multilayer, but see no reason why it should not work.

add this to your mission init.sqf

bis_fnc_garageNew = {
(_this select 0);
_fnc_scriptNameParentTemp = if !(isnil '_fnc_scriptName') then {_fnc_scriptName} else {'BIS_fnc_garage'};
private ['_fnc_scriptNameParent'];
_fnc_scriptNameParent = _fnc_scriptNameParentTemp;
_fnc_scriptNameParentTemp = nil;
private ['_fnc_scriptName'];
_fnc_scriptName = 'BIS_fnc_garage';
scriptname _fnc_scriptName;
disableserialization;
_fullVersion = missionnamespace getvariable ["BIS_fnc_arsenal_fullGarage",false];
if !(isnull (uinamespace getvariable ["BIS_fnc_arsenal_cam",objnull])) exitwith {"Garage Viewer is already running" call bis_fnc_logFormat;};
{deleteVehicle _x;}foreach nearestObjects [getMarkerPos (_this select 0), ["AllVehicles"], 10];
_veh = createVehicle ["Land_HelipadEmpty_F", getMarkerPos (_this select 0), [], 0, "CAN_COLLIDE"];  
missionnamespace setvariable ["BIS_fnc_arsenal_fullGarage",[true,0,false,[false]] call bis_fnc_param];
with missionnamespace do {BIS_fnc_garage_center = [true,1,_veh,[objnull]] call bis_fnc_param;};
with uinamespace do {      
	_displayMission = [] call (uinamespace getvariable "bis_fnc_displayMission");
	if !(isnull finddisplay 312) then {_displayMission = finddisplay 312;};
	_displayMission createdisplay "RscDisplayGarage";

	[(_this select 0)] spawn {
		waitUntil{(Vehicle player) != player};
		_vehType = typeOf Vehicle player;
		deleteVehicle (Vehicle player);
		sleep 1.0;
		_veh = createVehicle [_vehType, getMarkerPos (_this select 0), [], 0, "CAN_COLLIDE"];
		player moveInDriver _veh;
	};
};

}

Once you did that just place an object in the mission and add this to it init

this addaction ["Open Virtual Garage New", {[("SpawnPosMarkerName")] call BIS_fnc_garage;}];

And as you can tell from the code you need to place a marker with its name(e.g. "SpawnPosMarkerName") in the the object mentioned above. This is where you will spawn your vehicle.

The idea is to have multiple stations for people to spawn their vehicles from.

*Any object within the 10m radius will be deleted to remove unwanted objects or accidental exit, so if you drive the vehicle away at least 10m it will not be deleted when you access the garage again.

*Vehicles spawn locally so when select an vehicle by pressing enter or closing the screen once you get in the vehicle it will delete the vehicle and spawn it again so others on the server can see this.

*Because of the issue above any sorts of customisation for the vehicle will not be there once it respawns :(

Edited by iConic
  • Like 3

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I have a question , I want to vehicles from a mod for VGS garage Add to selected . Unfortunately, I have been looking for and with the virtual arsenal as explained tried but it does not go somehow .It is for Epoch. I would be very happy about help .Many thanks Shizzo

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I have made a work around, haven't tested on multilayer, but see no reason why it should not work.

add this to your mission init.sqf

bis_fnc_garageNew = {
	(_this select 0);
	_fnc_scriptNameParentTemp = if !(isnil '_fnc_scriptName') then {_fnc_scriptName} else {'BIS_fnc_garage'};
	private ['_fnc_scriptNameParent'];
	_fnc_scriptNameParent = _fnc_scriptNameParentTemp;
	_fnc_scriptNameParentTemp = nil;
	private ['_fnc_scriptName'];
	_fnc_scriptName = 'BIS_fnc_garage';
	scriptname _fnc_scriptName;
	disableserialization;
	_fullVersion = missionnamespace getvariable ["BIS_fnc_arsenal_fullGarage",false];
	if !(isnull (uinamespace getvariable ["BIS_fnc_arsenal_cam",objnull])) exitwith {"Garage Viewer is already running" call bis_fnc_logFormat;};
	{deleteVehicle _x;}foreach nearestObjects [getMarkerPos (_this select 0), ["AllVehicles"], 10];
	_veh = createVehicle ["Land_HelipadEmpty_F", getMarkerPos (_this select 0), [], 0, "CAN_COLLIDE"];  
	missionnamespace setvariable ["BIS_fnc_arsenal_fullGarage",[true,0,false,[false]] call bis_fnc_param];
	with missionnamespace do {BIS_fnc_garage_center = [true,1,_veh,[objnull]] call bis_fnc_param;};
	with uinamespace do {      
		_displayMission = [] call (uinamespace getvariable "bis_fnc_displayMission");
		if !(isnull finddisplay 312) then {_displayMission = finddisplay 312;};
		_displayMission createdisplay "RscDisplayGarage";
		
		[(_this select 0)] spawn {
			waitUntil{(Vehicle player) != player};
			_vehType = typeOf Vehicle player;
			deleteVehicle (Vehicle player);
			sleep 1.0;
			_veh = createVehicle [_vehType, getMarkerPos (_this select 0), [], 0, "CAN_COLLIDE"];
			player moveInDriver _veh;
		};
	};
	
 }
Once you did that just place an object in the mission and add this to it init

this addaction ["Open Virtual Garage New", {[("SpawnPosMarkerName")] call BIS_fnc_garage;}];
And as you can tell from the code you need to place a marker with its name(e.g. "SpawnPosMarkerName") in the the object mentioned above. This is where you will spawn your vehicle.

The idea is to have multiple stations for people to spawn their vehicles from.

*Any object within the 10m radius will be deleted to remove unwanted objects or accidental exit, so if you drive the vehicle away at least 10m it will not be deleted when you access the garage again.

*Vehicles spawn locally so when select an vehicle by pressing enter or closing the screen once you get in the vehicle it will delete the vehicle and spawn it again so others on the server can see this.

*Because of the issue above any sorts of customisation for the vehicle will not be there once it respawns :(

 

This is amazing :-)

Is there a way to make it work when ordering AI to get into the vehicles as well as players?

Because at the moment the vehicles are invisible to other players when AI get in before  a player, leaving soldiers flying around in the sky.

 

So basically I'm wanting the AI to make the script function just as a player would.

 

Cheers

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I have made a work around, haven't tested on multilayer, but see no reason why it should not work.

add this to your mission init.sqf

bis_fnc_garageNew = {
	(_this select 0);
	_fnc_scriptNameParentTemp = if !(isnil '_fnc_scriptName') then {_fnc_scriptName} else {'BIS_fnc_garage'};
	private ['_fnc_scriptNameParent'];
	_fnc_scriptNameParent = _fnc_scriptNameParentTemp;
	_fnc_scriptNameParentTemp = nil;
	private ['_fnc_scriptName'];
	_fnc_scriptName = 'BIS_fnc_garage';
	scriptname _fnc_scriptName;
	disableserialization;
	_fullVersion = missionnamespace getvariable ["BIS_fnc_arsenal_fullGarage",false];
	if !(isnull (uinamespace getvariable ["BIS_fnc_arsenal_cam",objnull])) exitwith {"Garage Viewer is already running" call bis_fnc_logFormat;};
	{deleteVehicle _x;}foreach nearestObjects [getMarkerPos (_this select 0), ["AllVehicles"], 10];
	_veh = createVehicle ["Land_HelipadEmpty_F", getMarkerPos (_this select 0), [], 0, "CAN_COLLIDE"];  
	missionnamespace setvariable ["BIS_fnc_arsenal_fullGarage",[true,0,false,[false]] call bis_fnc_param];
	with missionnamespace do {BIS_fnc_garage_center = [true,1,_veh,[objnull]] call bis_fnc_param;};
	with uinamespace do {      
		_displayMission = [] call (uinamespace getvariable "bis_fnc_displayMission");
		if !(isnull finddisplay 312) then {_displayMission = finddisplay 312;};
		_displayMission createdisplay "RscDisplayGarage";
		
		[(_this select 0)] spawn {
			waitUntil{(Vehicle player) != player};
			_vehType = typeOf Vehicle player;
			deleteVehicle (Vehicle player);
			sleep 1.0;
			_veh = createVehicle [_vehType, getMarkerPos (_this select 0), [], 0, "CAN_COLLIDE"];
			player moveInDriver _veh;
		};
	};
	
 }
Once you did that just place an object in the mission and add this to it init

this addaction ["Open Virtual Garage New", {[("SpawnPosMarkerName")] call BIS_fnc_garage;}];
And as you can tell from the code you need to place a marker with its name(e.g. "SpawnPosMarkerName") in the the object mentioned above. This is where you will spawn your vehicle.

The idea is to have multiple stations for people to spawn their vehicles from.

*Any object within the 10m radius will be deleted to remove unwanted objects or accidental exit, so if you drive the vehicle away at least 10m it will not be deleted when you access the garage again.

*Vehicles spawn locally so when select an vehicle by pressing enter or closing the screen once you get in the vehicle it will delete the vehicle and spawn it again so others on the server can see this.

*Because of the issue above any sorts of customisation for the vehicle will not be there once it respawns :(

 

Please do a demonstration mission  :(

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I worked a little bit on the code Iconic posted above. I will share what I've got so far:

 

fn_garageNew.sqf:

disableSerialization;
uiNamespace setVariable [ "current_garage", ( _this select 0 ) ];
_fullVersion = missionNamespace getVariable [ "BIS_fnc_arsenal_fullGarage", false ];
if !( isNull ( uiNamespace getVariable [ "BIS_fnc_arsenal_cam", objNull ] ) ) exitwith { "Garage Viewer is already running" call bis_fnc_logFormat; };
{ deleteVehicle _x; } forEach nearestObjects [ getMarkerPos ( _this select 0 ), [ "AllVehicles" ], 10 ];
_veh = createVehicle [ "Land_HelipadEmpty_F", getMarkerPos ( _this select 0 ), [], 0, "CAN_COLLIDE" ];
uiNamespace setVariable [ "garage_pad", _veh ];
missionNamespace setVariable [ "BIS_fnc_arsenal_fullGarage", [ true, 0, false, [ false ] ] call bis_fnc_param ];
with missionNamespace do { BIS_fnc_garage_center = [ true, 1, _veh, [ objNull ] ] call bis_fnc_param; };
with uiNamespace do {  
	_displayMission = [] call ( uiNamespace getVariable "bis_fnc_displayMission" );
	if !( isNull findDisplay 312 ) then { _displayMission = findDisplay 312; };
	_displayMission createDisplay "RscDisplayGarage";
	uiNamespace setVariable [ "running_garage", true ];
	waitUntil { sleep 0.25; isNull ( uiNamespace getVariable [ "BIS_fnc_arsenal_cam", objNull ] ) };
	_marker = uiNamespace getVariable "current_garage";
	_pad = uiNamespace getVariable "garage_pad";
	deleteVehicle _pad;
	_veh_list = ( getMarkerPos _marker ) nearEntities 5;
	{
		_vehType = typeOf _x;
		_textures = getObjectTextures _x;
		
		_crew = crew _x;
		{
			_x spawn { 
				_this action [ "Eject", vehicle _this ];
				sleep ( random 2 );
				_this setDamage 1;
				sleep ( random 5 );
				deleteVehicle _this;
			};
		} forEach _crew;
		deleteVehicle _x;
		sleep 0.5;
		_new_veh = createVehicle [ _vehType, getMarkerPos _marker, [], 0, "CAN_COLLIDE" ];
		_new_veh setPosATL [ ( position _new_veh select 0 ), ( position _new_veh select 1 ), 0.25 ];
		_vehDir = markerDir _marker;
		_new_veh setDir _vehDir;
		_count = 0;
		{
			_new_veh setObjectTexture [ _count, _x ];
			_count = _count + 1;
		} forEach _textures;
	} forEach _veh_list;
};

Add to your editor-placed object's init:

this addaction ["<t color='#FFFF00'>Virtual Garage</t>", {[("garage_marker")] call opec_fnc_garageNew;}];

Download demo: garage-demo.VR.pbo

 

This garage script should be used by one person at a time, so you've been warned. The vehicle should be visible only to you while in the Garage screen. As soon as you exit the interface, the vehicle you had selected will spawn, facing the correct direction.

 

Vehicle textures will be saved over into the newly spawned vehicle. The VR AI crew will be ejected, ruthlessly killed and then deleted.

 

Remember to set the direction/azimuth of your marker so that your vehicle gets spawned correctly! Add as many object/marker pairs in your mission as you like.

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Has anyone tried this on a dedicated server?

I'm spawning vehicles with

["Open", true] spawn BIS_fnc_garage;

But the vehicles are not visible for other players except for the player that spawned them.

This results in players floating around everywhere.

I think this is because the vehicle object is local to the player that spawned it.

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Has anyone tried this on a dedicated server?

I'm spawning vehicles with

["Open", true] spawn BIS_fnc_garage;

But the vehicles are not visible for other players except for the player that spawned them.

This results in players floating around everywhere.

I think this is because the vehicle object is local to the player that spawned it.

 

The vehicle you look at while in the garage are local and visible only to you. My script (posted above) immediately spawns the actual vehicle visible to everyone when you close the garage interface.

 

I did encounter a bug where the Blufor (maybe the Opfor too) VTOL wouldn't be spawned correctly, and the player who 'spawned' it would float through the air ('piloting'). The Caesar spawned just fine, so I don't know if it's actually a DLC-related issue or not.

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The vehicle you look at while in the garage are local and visible only to you. My script (posted above) immediately spawns the actual vehicle visible to everyone when you close the garage interface.

 

I did encounter a bug where the Blufor (maybe the Opfor too) VTOL wouldn't be spawned correctly, and the player who 'spawned' it would float through the air ('piloting'). The Caesar spawned just fine, so I don't know if it's actually a DLC-related issue or not.

Thanks for your reply.

The problem is not the vehicle in the garage but rather after you spawn it and start driving around in it.

At that moment the vehicles is still local to the player that spawned it.

Are you saying your script fixes this?

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Yes. It remembers what you had picked (local to you) and creates a real one. It copies over the custom-picked texture and kills the VR-type AI passengers.

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On 2016. 7. 23. at 7:42 PM, opec666 said:

Yes. It remembers what you had picked (local to you) and creates a real one. It copies over the custom-picked texture and kills the VR-type AI passengers.

 

 

My group is having a great time using your script 

 

but we are experiencing some errors such as 

 

1. The change of textures only shows for the creator 

EX: The change of camo of tank not showing to other group members

 

2. Sometimes the texture of vehicles become invisible 

 

It would be awesome if you could help out 

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This is extremely helpful, thanks. Is there a way to set which vehicle spawns when the virtual garage is opened and/or restrict the virtual garage so it can only spawn certain vehicles/ vehicle types?

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On 4/8/2015 at 9:55 PM, kaysio said:

You can add the following code into the init of ammo crate, to get the virtual arsenal to work.

 


this addAction ["<t size='1.5' shadow='1' color='#FF7722'>Virtual Loadout</t>" , {["Open",true] spawn BIS_fnc_arsenal}];
 

 

for example I have this running from the init,

 


this addEventHandler["handleDamage", {false}]; this allowdamage false;     
this addAction ["<t size='1.5' shadow='1' color='#FF7722'>Virtual Loadout</t>" , {["Open",true] spawn BIS_fnc_arsenal}];   
this addAction ["<t size='1.5' shadow='1' color='#FF7722'>AntiAir</t>", "scripts\loadouts\AntiAir.sqf"];   
this addAction ["<t size='1.5' shadow='1' color='#FF7722'>AntiTank</t>", "scripts\loadouts\AntiTank.sqf"];   
this addAction ["<t size='1.5' shadow='1' color='#FF7722'>Demolition</t>", "scripts\loadouts\Demolitionist.sqf"];   
this addAction ["<t size='1.5' shadow='1' color='#FF7722'>Grenadier</t>", "scripts\loadouts\Grenadier.sqf"];   
this addAction ["<t size='1.5' shadow='1' color='#FF7722'>Heavy Gunner</t>", "scripts\loadouts\Heavy.sqf"];   
this addAction ["<t size='1.5' shadow='1' color='#FF7722'>Medic</t>", "scripts\loadouts\Medic.sqf"];   
this addAction ["<t size='1.5' shadow='1' color='#FF7722'>Officer</t>", "scripts\loadouts\Officer.sqf"];   
this addAction ["<t size='1.5' shadow='1' color='#FF7722'>Pilot</t>", "scripts\loadouts\Pilot.sqf"];   
this addAction ["<t size='1.5' shadow='1' color='#FF7722'>Recon</t>", "scripts\loadouts\Recon.sqf"];   
this addAction ["<t size='1.5' shadow='1' color='#FF7722'>Repair Specialist</t>", "scripts\loadouts\RepairSpecialist.sqf"];   
this addAction ["<t size='1.5' shadow='1' color='#FF7722'>Saboteur</t>", "scripts\loadouts\Saboteur.sqf"];   
this addAction ["<t size='1.5' shadow='1' color='#FF7722'>Sniper</t>", "scripts\loadouts\Sniper.sqf"];  
this addAction ["<t size='1.5' shadow='1' color='#FF7722'>Squad Leader</t>", "scripts\loadouts\SquadLeader.sqf"];   
this addAction ["<t size='1.5' shadow='1' color='#FF7722'>Squad Leader (R)</t>", "scripts\loadouts\SquadLeader(R).sqf"];   
this addAction ["<t size='1.5' shadow='1' color='#FF7722'>Squad Leader Diver (R)</t>", "scripts\loadouts\Diver(R).sqf"];    
this setvariable ["nodrag",false,true]; 
 

 

example mission file : https://drive.google.com/file/d/0B7f7inkZ9lkaRHZ2OTZTSE5BNE0/view?usp=sharing

 

sorry for the 2 year necro.. do you by any change have one of the loadout scripts so i can see how it works?

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// UK Anti-Air 


//remove ALL Unit equipment etc

clearAllItemsFromBackpack player;
clearBackpackCargo player;
removeAllWeapons player;
removeAllItems player;
removeBackpack player;
removeHeadgear player;
removeUniform player;
removeVest player;
{player unassignItem _x;player removeItem _x} forEach assignedItems player;




//Give Unit clothing of choice

player addHeadGear "H_HelmetB_snakeskin";
player addbackpack "B_Carryall_cbr";
player addVest "V_PlateCarrierH_CTRG"; 
player addUniform "U_B_CTRG_1";




//Give Unit Essential items

player additem "ItemWatch";
player assignItem "ItemWatch";
player addItem "ItemGPS";
player assignItem "ItemGPS";
player addItem "ItemRadio";
player assignItem "ItemRadio";
player additem "ItemCompass";
player assignItem "ItemCompass";
player additem "ItemMap";
player assignItem "ItemMap";
player additem "NVGoggles";
player assignItem "NVGoggles";
player addweapon "Binocular"; 




//Give Unit primary weapons and magazines based on Side

player addmagazines ["30Rnd_65x39_caseless_mag_Tracer",10];
player addweapon "arifle_MXC_F";
player addMagazines ["Titan_AA",1];
player addMagazines ["30Rnd_9x21_Mag",3];




//Give Unit primary weapon attachments based on side and weapon capability

player addprimaryweaponitem "acc_flashlight";
player addPrimaryWeaponitem "optic_Hamr";




//Give Unit secondary weapons and magazines based on weapon capability

player addweapon "hgun_Rook40_F";
player addweapon "launch_B_Titan_F";
player addMagazines ["Titan_AA",3];
player addMagazines ["ATMine_Range_Mag",2];
player addMagazines ["30Rnd_9x21_Mag",2];
player addmagazines ["HandGrenade",4];




// Load up on FirstAidKits

player additem "FirstAidKit"; 
player additem "FirstAidKit";
in the ammo box init

		"this addAction [""<t color='#f2740b'>Virtual Arsenal</t><br/><img size='2' image='\a3\ui_f\data\gui\Rsc\RscDisplayArsenal\spacearsenal_ca'/>"", {[""Open"",true] spawn BIS_fnc_arsenal}];         this addAction [""<t color='#eed56d'>AntiAir Kit</t><br/><img size='2' image='\a3\ui_f\data\gui\Rsc\RscDisplayArsenal\uniform_ca.paa'/>"", ""scripts\loadouts\AntiAir.sqf""];         this addAction [""<t color='#eed56d'>AntiTank Kit</t><br/><img size='2' image='\a3\ui_f\data\gui\Rsc\RscDisplayArsenal\uniform_ca.paa'/>"", ""scripts\loadouts\AntiTank.sqf""];         this addAction [""<t color='#eed56d'>Demolition Kit</t><br/><img size='2' image='\a3\ui_f\data\gui\Rsc\RscDisplayArsenal\uniform_ca.paa'/>"", ""scripts\loadouts\Demolitionist.sqf""];      this addAction [""<t color='#eed56d'>Diver Kit</t><br/><img size='2' image='\a3\ui_f\data\gui\Rsc\RscDisplayArsenal\uniform_ca.paa'/>"", ""scripts\loadouts\Diver.sqf""];        this addAction [""<t color='#eed56d'>Grenadier Kit</t><br/><img size='2' image='\a3\ui_f\data\gui\Rsc\RscDisplayArsenal\uniform_ca.paa'/>"", ""scripts\loadouts\Grenadier.sqf""];         this addAction [""<t color='#eed56d'>Heavy Gunner Kit</t><br/><img size='2' image='\a3\ui_f\data\gui\Rsc\RscDisplayArsenal\uniform_ca.paa'/>"", ""scripts\loadouts\Heavy.sqf""];         this addAction [""<t color='#eed56d'>Medic Kit</t><br/><img size='2' image='\a3\ui_f\data\gui\Rsc\RscDisplayArsenal\uniform_ca.paa'/>"", ""scripts\loadouts\Medic.sqf""];         this addAction [""<t color='#eed56d'>Officer Kit</t><br/><img size='2' image='\a3\ui_f\data\gui\Rsc\RscDisplayArsenal\uniform_ca.paa'/>"", ""scripts\loadouts\Officer.sqf""];         this addAction [""<t color='#eed56d'>Pilot Kit</t><br/><img size='2' image='\a3\ui_f\data\gui\Rsc\RscDisplayArsenal\uniform_ca.paa'/>"", ""scripts\loadouts\Pilot.sqf""];         this addAction [""<t color='#eed56d'>Recon Kit</t><br/><img size='2' image='\a3\ui_f\data\gui\Rsc\RscDisplayArsenal\uniform_ca.paa'/>"", ""scripts\loadouts\Recon.sqf""];         this addAction [""<t color='#eed56d'>Repair Specialist Kit</t><br/><img size='2' image='\a3\ui_f\data\gui\Rsc\RscDisplayArsenal\uniform_ca.paa'/>"", ""scripts\loadouts\RepairSpecialist.sqf""];        this addAction [""<t color='#eed56d'>Saboteur Kit</t><br/><img size='2' image='\a3\ui_f\data\gui\Rsc\RscDisplayArsenal\uniform_ca.paa'/>"", ""scripts\loadouts\Saboteur.sqf""];         this addAction [""<t color='#eed56d'>Sniper Kit</t><br/><img size='2' image='\a3\ui_f\data\gui\Rsc\RscDisplayArsenal\uniform_ca.paa'/>"", ""scripts\loadouts\Sniper.sqf""];        this addAction [""<t color='#eed56d'>Squad Leader Kit</t><br/><img size='2' image='\a3\ui_f\data\gui\Rsc\RscDisplayArsenal\uniform_ca.paa'/>"", ""scripts\loadouts\SquadLeader.sqf""];         this addAction [""<t color='#eed56d'>Squad Leader Kit (R)</t><br/><img size='2' image='\a3\ui_f\data\gui\Rsc\RscDisplayArsenal\uniform_ca.paa'/>"", ""scripts\loadouts\SquadLeader(R).sqf""];       this addAction [""<t color='#eed56d'>Squad Leader Diver  Kit (R)</t><br/><img size='2' image='\a3\ui_f\data\gui\Rsc\RscDisplayArsenal\uniform_ca.paa'/>"", ""scripts\loadouts\Diver(R).sqf""];      this addAction [""<t color='#23fcd2'>Save Loadout</t><br/><img size='2' image='\a3\ui_f\data\gui\Rsc\RscDisplayArcadeMap\icon_save_ca.paa'/>"", ""scripts\gearsave.sqf""];";

 

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Necro, so I've tried the post made by opec666 the problem is that the vehicle garage is not binding to the vehicle garage marker and is spawning at a unknown random point on the map.

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