phant 10 Posted June 24, 2015 Hi there, I've heard of a few custom loadout scripts that you run via .sqf execution on a server, however, I am not sure what the best one to use for JIP is? Being JIP compatible is a must, and it is for loading custom loadouts on a server. If someone can point me in the direction of the best one to use for JIP, that would be greatly appreciated! Cheers, Phant. Share this post Link to post Share on other sites
donelsarjo 60 Posted June 24, 2015 description.ext: respawnTemplatesWest[] = {"MenuPosition","RespawnInventory}; You can define your custom loudout by respawninventory. just read the wiki. You will get a spawnselection and on the next page a loudout you have defined in a class in the description.ext. this is 100% jip compatible. ---------- Post added at 11:01 ---------- Previous post was at 10:55 ---------- https://community.bistudio.com/wiki/Arma_3_Respawn#Respawn_Templates_2 Share this post Link to post Share on other sites
phant 10 Posted June 24, 2015 Thanks for the info mate, but I am not sure joining into a slot first time is classified as respawning. I'm just trying to load custom loadouts onto playable units that have joined the game for the first time, but the loadouts must also load if they join mid-mission. Respawn is completely disabled for all playable units. Share this post Link to post Share on other sites
donelsarjo 60 Posted June 24, 2015 if I got you right, then you can just set the respawn to group, make place your units in the editor, give them a virtual arsenal export and you are good to go.if somebody joins in progress he can get in a slot thats left and spawn at the position the unit was places in the editor. Share this post Link to post Share on other sites
davidoss 552 Posted June 24, 2015 LEA - Loadout Editor for Arma 3 http://www.armaholic.com/page.php?id=23852 Share this post Link to post Share on other sites
thefinn 3 Posted June 24, 2015 Yeah LEA will set you straight, personally I think BIS should just add something like LEA to the editor. Share this post Link to post Share on other sites
phant 10 Posted June 24, 2015 Thanks guys, I have tried both suggested solutions to see which works best for me and I have chosen LEA as the best solution for this scenario so far. Share this post Link to post Share on other sites
Imperator[TFD] 444 Posted June 25, 2015 Thanks for the info mate, but I am not sure joining into a slot first time is classified as respawning. I'm just trying to load custom loadouts onto playable units that have joined the game for the first time, but the loadouts must also load if they join mid-mission. Respawn is completely disabled for all playable units. It is if you define it correctly in the respawn template in the description.ext When set correctly the player is 'respawned' upon joining and shown the spawn selection/gear selection screen. Share this post Link to post Share on other sites
phant 10 Posted June 25, 2015 It is if you define it correctly in the respawn template in the description.extWhen set correctly the player is 'respawned' upon joining and shown the spawn selection/gear selection screen. Yeah I got that working when I tested it this morning, I just misunderstood at first. I found the LEA solution to be better suited, however, as some of these missions you aren't loading into an FOB, you're loading already on the battlefield, so I couldn't have players selecting from a gear selection screen to get their loadout. Share this post Link to post Share on other sites
R3vo 2654 Posted June 25, 2015 Why don't you create a loadout via Arsenal, copy it into an sqf file, replace "this" with _this select 0 and execute the script via the init of your unit? That always worked for me, even for JIP. There not need to make this too complicated in my opinion. Share this post Link to post Share on other sites
davidoss 552 Posted June 25, 2015 I dont recommend this method because there is a bug if any jip player connect changing for all current players equipment to defined one. Share this post Link to post Share on other sites
Imperator[TFD] 444 Posted June 26, 2015 I dont recommend this method because there is a bug if any jip player connect changing for all current players equipment to defined one. I've gotten around this by using a wait until isplayer check to only run the init field once per unit and only when that unit is spawned. Share this post Link to post Share on other sites
phant 10 Posted June 27, 2015 I've gotten around this by using a wait until isplayer check to only run the init field once per unit and only when that unit is spawned. To make sure I've got that right, that would be: "waitUntil {!isNull player};" Correct? EDIT: Or is it: waitUntil {isPlayer this}; Share this post Link to post Share on other sites
Imperator[TFD] 444 Posted June 29, 2015 To make sure I've got that right, that would be: "waitUntil {!isNull player};" Correct? EDIT: Or is it: waitUntil {isPlayer this}; This is the code I use in my missions: "waitUntil {(!isNull player && time > 0)};" Share this post Link to post Share on other sites