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[WIP] Friths Ruin: post-apocolypse rvmat re-textures

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@gerhart ah, thats because i never updated the dropbox link in OP. :\ late night bug fixing!

 

it is done now so should work again.

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First off, nice work.

 

As a matter of fact its perfect for what i am doing.

 

As a side note, how would i go about calling your uniforms?

Im not gunna say too much here, but if you, lordfrith, would like some more details, feel free to msg me so i can elaborate on what i require..

 

Again, awsome work.

Cyphas

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wonderfull just what we need, :D  :D  :D      is it posible to found classname list for a redress script, i will implemente them in a sp mission generator if it's ok?

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 CLOTHING:          

            "U_FRITH_RUIN_undltr_ref",

            "U_FRITH_RUIN_undbld_ref",

            "U_FRITH_RUIN_undfab_ref",

            "U_FRITH_RUIN_sdr_ltr",

            "U_FRITH_RUIN_sdr_ltrdrk",

            "U_FRITH_RUIN_sdr_ltrred",

            "U_FRITH_RUIN_sdr_fabkak",

            "U_FRITH_RUIN_sdr_fabbrn",

            "U_FRITH_RUIN_sdr_fabgrn",

            "U_FRITH_RUIN_sdr_faboli",

            "U_FRITH_RUIN_sdr_fab",

            "U_FRITH_RUIN_sdr_fabdpm",

            "U_FRITH_RUIN_sdr_fabtan",

            "U_FRITH_RUIN_sdr_fabmtp",

            "U_FRITH_RUIN_sdr_fabrus",

            "U_FRITH_RUIN_sdr_ltr_rs",

            "U_FRITH_RUIN_sdr_ltrdrk_rs",

            "U_FRITH_RUIN_sdr_ltrred_rs",

            "U_FRITH_RUIN_sdr_fabkak_rs",

            "U_FRITH_RUIN_sdr_fabbrn_rs",

            "U_FRITH_RUIN_sdr_fabgrn_rs",

            "U_FRITH_RUIN_sdr_faboli_rs",

            "U_FRITH_RUIN_sdr_fab_rs",

            "U_FRITH_RUIN_sdr_fabdpm_rs",

            "U_FRITH_RUIN_sdr_fabtan_rs",

            "U_FRITH_RUIN_sdr_fabmtp_rs",

            "U_FRITH_RUIN_sdr_fabrus_rs",

            "U_FRITH_RUIN_cofftan",

            "U_FRITH_RUIN_offtan",

            "U_FRITH_RUIN_coffgrn",

            "U_FRITH_RUIN_offgrn",

            "U_FRITH_RUIN_coffdpm",

            "U_FRITH_RUIN_offdpm",

            "U_FRITH_RUIN_SDR_Tshirt_wht",

            "U_FRITH_RUIN_SDR_Tshirt_wht_zap",

            "U_FRITH_RUIN_SDR_Tshirt_wht_stk",

            "U_FRITH_RUIN_SDR_Tshirt_wht_fpk",

            "U_FRITH_RUIN_SDR_Tshirt_cry",

            "U_FRITH_RUIN_SDR_Tshirt_oli",

            "U_FRITH_RUIN_SDR_Tshirt_oli_bet",

            "U_FRITH_RUIN_SDR_Tshirt_blk_cyp",

            "U_FRITH_RUIN_SDR_Tshirt_blk_boy",

            "U_FRITH_RUIN_SDR_Tshirt_blk_drj",

            "U_FRITH_RUIN_SDR_snip_crow",

            "U_FRITH_RUIN_SDR_snip_bld",

            "U_FRITH_RUIN_SDR_snip_hawk",

            "U_FRITH_RUIN_WKR_lite",

            "U_FRITH_RUIN_WKR_dark",

            "U_FRITH_RUIN_WKR_tan",

            "U_FRITH_RUIN_TSH_wht",

            "U_FRITH_RUIN_TSH_wht_zap",

            "U_FRITH_RUIN_TSH_wht_stk",

            "U_FRITH_RUIN_TSH_wht_fpk",

            "U_FRITH_RUIN_TSH_cry",

            "U_FRITH_RUIN_TSH_oli",

            "U_FRITH_RUIN_TSH_oli_bet",

            "U_FRITH_RUIN_TSH_blk_boy",

            "U_FRITH_RUIN_TSH_blk_cyp",

            "U_FRITH_RUIN_TSH_blk_drj"

ITEMS:

            "FRITH_ruin_vestia_lite_ltr",

            "FRITH_ruin_vestia_ltr",

            "FRITH_ruin_vestiaGL_ltr",

            "FRITH_ruin_vestiaGL_ltrmtp",

            "FRITH_ruin_vestia_lite_ghm",

            "FRITH_ruin_vestia_ghm",

            "FRITH_ruin_vestiaGL_ghm",

            "FRITH_ruin_vestiaGL_ghmchk",

            "FRITH_ruin_vestia_lite_nja",

            "FRITH_ruin_vestia_nja",

            "FRITH_ruin_vestiaGL_nja",

            "FRITH_ruin_vestiaGL_njadpm",

            "FRITH_ruin_vestia_lite_tar",

            "FRITH_ruin_vestia_tar",

            "FRITH_ruin_vestiaGL_tar",

            "FRITH_ruin_vestiaGL_tartar",

            "FRITH_ruin_vestia_lite_grn",

            "FRITH_ruin_vestia_grn",

            "FRITH_ruin_vestiaGL_grn",

            "FRITH_ruin_vestiaGL_grnmtp",

            "FRITH_ruin_modhat_ltr",

            "FRITH_ruin_modhat_ltrpntwht",

            "FRITH_ruin_modhat_ltrpntblk",

            "FRITH_ruin_modhat_ltrpntgrn",

            "FRITH_ruin_modhat_ltrpntred",

            "FRITH_ruin_modhat_fabaaf",

            "FRITH_ruin_modhat_fabdpm",

            "FRITH_ruin_modhat_fabdes",

            "FRITH_ruin_modhat_fabmtp",

            "FRITH_ruin_modhat_fabrus",

            "FRITH_ruin_modhat_fabflw",

            "FRITH_ruin_modhat_fabjap",

            "FRITH_ruin_modhat_fabtar",

            "FRITH_ruin_modhat_mettan",

            "FRITH_ruin_modhat_metgrn"  

 

@thesnypr, Cyphas Cayne well here's a list of classnames to get you started, i will include them in mod next update

 

@Cyphas Cayne there are no units so you'll need to either  use 'virtual arsenal' exported loadouts or a redress script.

 

jshocks redress script is what i used to test them which you can find here

 

http://www.armaholic.com/page.php?id=24999

 

hope that helps.

 

In other news, Friths ruin has been released for a week and i've got tons of good feedback, nice comments and subscriptions.  :D   a million thank yous to everyone who's supported me before and after release!

Edited by lordfrith
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yes thanks a lot great help  :D   

 

but i work since long time to a kind of homemade sandox for SP only and i have my own gearing script, i just needed the array to pass those classenames.

 

good job  again ...

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@lordfrith Thats just what im looking for. thank you. Will test out my script today and get back to you.

 

EDIT: Just tested it and it works great.

F3EFC5142C65438DC99A8D7995E0913D50903827

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Here is my script.

Can be used with any game mode but requires Frith's Ruin to work.

This script is a modified version of Austin(medic)'s Resistance Gear Randomization.

// Add to a units init: nul = [unit-name-here] execVM "ResFrithsRandomization.sqf";

// Create a new script called ResFrithsRandomization.sqf and add code below to said .sqf

_unit = _this select 0;

PossibleHats = [
"FRITH_ruin_modhat_ltr",
"FRITH_ruin_modhat_ltrpntwht",
"FRITH_ruin_modhat_ltrpntblk",
"FRITH_ruin_modhat_ltrpntgrn",
"FRITH_ruin_modhat_ltrpntred",
"FRITH_ruin_modhat_fabaaf",
"FRITH_ruin_modhat_fabdpm",
"FRITH_ruin_modhat_fabdes",
"FRITH_ruin_modhat_fabmtp",
"FRITH_ruin_modhat_fabrus",
"FRITH_ruin_modhat_fabflw",
"FRITH_ruin_modhat_fabjap",
"FRITH_ruin_modhat_fabtar",
"FRITH_ruin_modhat_mettan",
"FRITH_ruin_modhat_metgrn"  
];

PossibleUniforms = [
"U_FRITH_RUIN_undltr_ref",
"U_FRITH_RUIN_undbld_ref",
"U_FRITH_RUIN_undfab_ref",
"U_FRITH_RUIN_sdr_ltr",
"U_FRITH_RUIN_sdr_ltrdrk",
"U_FRITH_RUIN_sdr_ltrred",
"U_FRITH_RUIN_sdr_fabkak",
"U_FRITH_RUIN_sdr_fabbrn",
"U_FRITH_RUIN_sdr_fabgrn",
"U_FRITH_RUIN_sdr_faboli",
"U_FRITH_RUIN_sdr_fab",
"U_FRITH_RUIN_sdr_fabdpm",
"U_FRITH_RUIN_sdr_fabtan",
"U_FRITH_RUIN_sdr_fabmtp",
"U_FRITH_RUIN_sdr_fabrus",
"U_FRITH_RUIN_sdr_ltr_rs",
"U_FRITH_RUIN_sdr_ltrdrk_rs",
"U_FRITH_RUIN_sdr_ltrred_rs",
"U_FRITH_RUIN_sdr_fabkak_rs",
"U_FRITH_RUIN_sdr_fabbrn_rs",
"U_FRITH_RUIN_sdr_fabgrn_rs",
"U_FRITH_RUIN_sdr_faboli_rs",
"U_FRITH_RUIN_sdr_fab_rs",
"U_FRITH_RUIN_sdr_fabdpm_rs",
"U_FRITH_RUIN_sdr_fabtan_rs",
"U_FRITH_RUIN_sdr_fabmtp_rs",
"U_FRITH_RUIN_sdr_fabrus_rs",
"U_FRITH_RUIN_cofftan",
"U_FRITH_RUIN_offtan",
"U_FRITH_RUIN_coffgrn",
"U_FRITH_RUIN_offgrn",
"U_FRITH_RUIN_coffdpm",
"U_FRITH_RUIN_offdpm",
"U_FRITH_RUIN_SDR_Tshirt_wht",
"U_FRITH_RUIN_SDR_Tshirt_wht_zap",
"U_FRITH_RUIN_SDR_Tshirt_wht_stk",
"U_FRITH_RUIN_SDR_Tshirt_wht_fpk",
"U_FRITH_RUIN_SDR_Tshirt_cry",
"U_FRITH_RUIN_SDR_Tshirt_oli",
"U_FRITH_RUIN_SDR_Tshirt_oli_bet",
"U_FRITH_RUIN_SDR_Tshirt_blk_cyp",
"U_FRITH_RUIN_SDR_Tshirt_blk_boy",
"U_FRITH_RUIN_SDR_Tshirt_blk_drj",
"U_FRITH_RUIN_SDR_snip_crow",
"U_FRITH_RUIN_SDR_snip_bld",
"U_FRITH_RUIN_SDR_snip_hawk",
"U_FRITH_RUIN_WKR_lite",
"U_FRITH_RUIN_WKR_dark",
"U_FRITH_RUIN_WKR_tan",
"U_FRITH_RUIN_TSH_wht",
"U_FRITH_RUIN_TSH_wht_zap",
"U_FRITH_RUIN_TSH_wht_stk",
"U_FRITH_RUIN_TSH_wht_fpk",
"U_FRITH_RUIN_TSH_cry",
"U_FRITH_RUIN_TSH_oli",
"U_FRITH_RUIN_TSH_oli_bet",
"U_FRITH_RUIN_TSH_blk_boy",
"U_FRITH_RUIN_TSH_blk_cyp",
"U_FRITH_RUIN_TSH_blk_drj"
];

PossibleVests = [
"FRITH_ruin_vestia_lite_ltr",
"FRITH_ruin_vestia_ltr",
"FRITH_ruin_vestiaGL_ltr",
"FRITH_ruin_vestiaGL_ltrmtp",
"FRITH_ruin_vestia_lite_ghm",
"FRITH_ruin_vestia_ghm",
"FRITH_ruin_vestiaGL_ghm",
"FRITH_ruin_vestiaGL_ghmchk",
"FRITH_ruin_vestia_lite_nja",
"FRITH_ruin_vestia_nja",
"FRITH_ruin_vestiaGL_nja",
"FRITH_ruin_vestiaGL_njadpm",
"FRITH_ruin_vestia_lite_tar",
"FRITH_ruin_vestia_tar",
"FRITH_ruin_vestiaGL_tar",
"FRITH_ruin_vestiaGL_tartar",
"FRITH_ruin_vestia_lite_grn",
"FRITH_ruin_vestia_grn",
"FRITH_ruin_vestiaGL_grn",
"FRITH_ruin_vestiaGL_grnmtp"
];

possibleBackpacks = [
"B_AssaultPack_khk",
"B_AssaultPack_rgr",
"B_Bergen_blk",
"B_Bergen_sgg",
"B_Carryall_khk",
"B_Carryall_cbr",
"B_FieldPack_cbr",
"B_FieldPack_khk"
];

possibleWeapons = [
"srifle_DMR_01_F",
"srifle_DMR_01_ACO_F",
"srifle_DMR_01_MRCO_F",
"srifle_DMR_01_SOS_F",
"srifle_DMR_01_DMS_F",
"srifle_DMR_01_ARCO_F",
"srifle_DMR_01_DMS_snds_F",
"srifle_EBR_F",
"srifle_EBR_ACO_F",
"srifle_EBR_MRCO_pointer_F",
"srifle_EBR_ARCO_pointer_F",
"srifle_EBR_SOS_F",
"srifle_EBR_ARCO_pointer_snds_F",
"srifle_EBR_DMS_F",
"srifle_EBR_Hamr_pointer_F",
"srifle_EBR_DMS_pointer_snds_F",
"hgun_ACPC2_F",
"hgun_ACPC2_snds_F",
"hgun_P07_F",
"hgun_P07_snds_F",
"hgun_Pistol_heavy_01_F",
"hgun_Pistol_heavy_01_snds_F",
"hgun_Pistol_heavy_01_MRD_F",
"hgun_Pistol_heavy_02_F",
"hgun_Pistol_heavy_02_Yorris_F",
"hgun_Rook40_F",
"hgun_Rook40_snds_F",
"arifle_Katiba_F",
"arifle_Katiba_C_F",
"arifle_Katiba_C_ACO_pointer_F",
"arifle_Katiba_C_ACO_F",
"arifle_Katiba_ACO_F",
"arifle_Katiba_pointer_F",
"arifle_Katiba_ACO_pointer_F",
"arifle_Katiba_ARCO_F",
"arifle_Katiba_ARCO_pointer_F",
"arifle_Katiba_C_ACO_pointer_snds_F",
"arifle_Katiba_ACO_pointer_snds_F",
"arifle_Katiba_ARCO_pointer_snds_F",
"arifle_Mk20_F",
"arifle_Mk20_plain_F",
"arifle_Mk20C_F",
"arifle_Mk20C_plain_F",
"arifle_Mk20C_ACO_F",
"arifle_Mk20C_ACO_pointer_F",
"arifle_Mk20_pointer_F",
"arifle_Mk20_Holo_F",
"arifle_Mk20_ACO_F",
"arifle_Mk20_ACO_pointer_F",
"arifle_Mk20_MRCO_F",
"arifle_Mk20_MRCO_plain_F",
"arifle_Mk20_MRCO_pointer_F",
"arifle_MXC_F",
"arifle_MX_F",
"arifle_MX_SW_F",
"arifle_MXM_F",
"arifle_MX_pointer_F",
"arifle_MX_Holo_pointer_F",
"arifle_MX_Hamr_pointer_F",
"arifle_MX_ACO_pointer_F",
"arifle_MX_ACO_F",
"arifle_MXC_Holo_F",
"arifle_MXC_Holo_pointer_F",
"arifle_MX_SW_pointer_F",
"arifle_MX_SW_Hamr_pointer_F",
"arifle_MXM_Hamr_pointer_F",
"arifle_MXC_ACO_F",
"arifle_MXC_Holo_pointer_snds_F",
"arifle_MXC_SOS_point_snds_F",
"arifle_MXC_ACO_pointer_snds_F",
"arifle_MXC_ACO_pointer_F",
"arifle_MX_ACO_pointer_snds_F",
"arifle_MX_RCO_pointer_snds_F",
"arifle_MXM_SOS_pointer_F",
"arifle_MXM_RCO_pointer_snds_F",
"arifle_MXM_DMS_F",
"arifle_MXC_Black_F",
"arifle_MX_Black_F",
"arifle_MX_SW_Black_F",
"arifle_MXM_Black_F",
"arifle_MX_Black_Hamr_pointer_F",
"arifle_MX_SW_Black_Hamr_pointer_F",
"arifle_SDAR_F",
"arifle_TRG21_F",
"arifle_TRG20_F",
"arifle_TRG20_Holo_F",
"arifle_TRG20_ACO_pointer_F",
"arifle_TRG20_ACO_Flash_F",
"arifle_TRG20_ACO_F",
"arifle_TRG21_ACO_pointer_F",
"arifle_TRG21_ARCO_pointer_F",
"arifle_TRG21_MRCO_F",
"hgun_PDW2000_F",
"hgun_PDW2000_snds_F",
"hgun_PDW2000_Holo_F",
"hgun_PDW2000_Holo_snds_F",
"SMG_01_F",
"SMG_01_Holo_F",
"SMG_01_Holo_pointer_snds_F",
"SMG_01_ACO_F",
"SMG_02_F",
"SMG_02_ACO_F",
"SMG_02_ARCO_pointg_F"
];


_magazines = magazines _unit;
_items = items _unit;
sleep 0.01;
removeVest _unit;
removeUniform _unit;
removeHeadgear _unit;
if(backpack _unit != "") then
{
	removeBackpack _unit;
};

_uniform = PossibleUniforms call BIS_fnc_selectRandom;
_uniform = PossibleUniforms call BIS_fnc_selectRandom;
_uniform = PossibleUniforms call BIS_fnc_selectRandom;
_uniform = PossibleUniforms call BIS_fnc_selectRandom;
_uniform = PossibleUniforms call BIS_fnc_selectRandom;
_vest = PossibleVests call BIS_fnc_selectRandom;
_vest = PossibleVests call BIS_fnc_selectRandom;
_vest = PossibleVests call BIS_fnc_selectRandom;
_vest = PossibleVests call BIS_fnc_selectRandom;
_vest = PossibleVests call BIS_fnc_selectRandom;
_hat = PossibleHats call BIS_fnc_selectRandom;
_hat = PossibleHats call BIS_fnc_selectRandom;
_hat = PossibleHats call BIS_fnc_selectRandom;
_hat = PossibleHats call BIS_fnc_selectRandom;
_backpack = PossibleBackpacks call BIS_fnc_selectRandom;
_backpack = PossibleBackpacks call BIS_fnc_selectRandom;
_backpack = PossibleBackpacks call BIS_fnc_selectRandom;
_backpack = PossibleBackpacks call BIS_fnc_selectRandom;
_backpack = PossibleBackpacks call BIS_fnc_selectRandom;
_weapon = PossibleWeapons call BIS_fnc_selectRandom;
_weapon = PossibleWeapons call BIS_fnc_selectRandom;
_weapon = PossibleWeapons call BIS_fnc_selectRandom;
_weapon = PossibleWeapons call BIS_fnc_selectRandom;

_unit addUniform _uniform;
_unit addVest _vest;
_unit addHeadgear _hat;
_unit addBackpack _backpack;
_unit addWeapon _weapon;

{_unit addMagazine _x} foreach _magazines;
//{_unit addItem _x} foreach _items;
_unit unassignItem "itemMap";
_unit unassignItem "itemCompass";
_unit removeItem "itemMap";
_unit removeItem "itemCompass";

Fn_Gear_CompatibleMagazines = {
	private _cls = configFile >> "CfgWeapons" >> _this;
	private _res = [];
	{_res pushBack (if (_x == "this")
		then {getArray(_cls >> "magazines")}
		else {getArray(_cls >> _x >> "magazines")});
	} forEach getArray(_cls >> "muzzles");

	_res
};

private _unt = player;

{	if (count _x > 0) then {
		{	if (count _x > 0) then {			
				_unt addMagazine (_x select 0)}
		} foreach (_x call Fn_Gear_CompatibleMagazines)	
	}
} forEach [primaryWeapon _unt, secondaryWeapon _unt, handgunWeapon _unt];
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thanks cyphas,

 

austin(medic) has a very handy collection of scripts :)

 

did he fall asleep on the 'ctrl+v' keys here though?

 

_uniform = PossibleUniforms call BIS_fnc_selectRandom;
_uniform = PossibleUniforms call BIS_fnc_selectRandom;
_uniform = PossibleUniforms call BIS_fnc_selectRandom;
_uniform = PossibleUniforms call BIS_fnc_selectRandom;
_uniform = PossibleUniforms call BIS_fnc_selectRandom;

 

doesn't that just overwrite '_uniform' 5 times? If you had a lot of units that would soon become a lot of extra function calls.

 

i don't see why that couldn't be

 

_uniform = PossibleUniforms call BIS_fnc_selectRandom;
_vest = PossibleVests call BIS_fnc_selectRandom;
_hat = PossibleHats call BIS_fnc_selectRandom;
_backpack = PossibleBackpacks call BIS_fnc_selectRandom;
_weapon = PossibleWeapons call BIS_fnc_selectRandom;

 

that should definitely, maybe, possibly work.

 

still downloading 5 gigs of arma update through 7 miles of crappy copper phone line so i can't test it :(

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did he fall asleep on the 'ctrl+v' keys here though?

_uniform = PossibleUniforms call BIS_fnc_selectRandom;
_uniform = PossibleUniforms call BIS_fnc_selectRandom;
_uniform = PossibleUniforms call BIS_fnc_selectRandom;
_uniform = PossibleUniforms call BIS_fnc_selectRandom;
_uniform = PossibleUniforms call BIS_fnc_selectRandom;

doesn't that just overwrite '_uniform' 5 times? If you had a lot of units that would soon become a lot of extra function calls.

 

 

I've only ever ran the script on players, so im not quite sure on that. From what i know of scripting (which is limited), im guessing the extra calls would bog things down a bit.

I can only guess, but i guess he was trying to simulate true randomization by calling the function a few times.

 

 

i don't see why that couldn't be

_uniform = PossibleUniforms call BIS_fnc_selectRandom;
_vest = PossibleVests call BIS_fnc_selectRandom;
_hat = PossibleHats call BIS_fnc_selectRandom;
_backpack = PossibleBackpacks call BIS_fnc_selectRandom;
_weapon = PossibleWeapons call BIS_fnc_selectRandom;

that should definitely, maybe, possibly work.

Once again (limited scripting) i can only speculate, but i guess that would work. The weapon part of the script was added by me and even that was just following the scripting of the other categories.

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I love your mod. I wanna ask/beg, is there any chance you might do the same treatment to the rest of the gear in the game? Like patchwork backpacks, or rusted up weapons?

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@steelthunder13 thanks! backpacks and face wear i've been asked for quite a lot; there are none just now so i'm thinking that is a good thing to focus on for the next update. There is a vague roadmap on the OP.

 

@Cyphas Cayne oh right if the script just runs on a few players then it won't have a huge impact. Still you could edit the script and then start the mission a few times and see if you get different gear each time.

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//null = [this] execVM "VZ_SRCIPT_PackSP\SP_GEARING_V2.sqf";

 

 

waitUntil {!isNil "bis_fnc_init"};

_unittaleb = _this select 0;

 

removeAllWeapons _unittaleb;

removeHeadgear _unittaleb;

removeBackpack _unittaleb;

removeGoggles _unittaleb;

removeAllItems _unittaleb;

removeAllAssignedItems _unittaleb;

//==============================================================

 

/*

_typetalebGoggles= [

"H_Shemag_tan", 

"H_ShemagOpen_tan", 

"H_Shemag_olive_hs", 

"H_Shemag_khk", 

"H_Shemag_olive"

] call BIS_fnc_selectRandom;

_unittaleb addGoggles _typetalebGoggles;

*/

 

//_bacpack_item2w = ["B_HuntingBackpack","B_Bergen_mcamo","B_AssaultPack_blk","B_AssaultPack_cbr"] call BIS_fnc_selectRandom;

//_unittaleb addBackpackGlobal _bacpack_item2w;

 

//==============================================================

 

_talebvest= [

 

"V_Chestrig_blk",

"V_BandollierB_blk",

"V_HarnessO_brn",

"V_PlateCarrier1_blk",

"V_Press_F",

"V_TacVest_blk",

"V_mas_afr_BandollierB_rgr", 

"V_mas_afr_BandollierO_rgr", 

"V_mas_afr_Rangemaster_belt", 

"V_mas_afr_BandollierB_blk", 

"V_mas_afr_PlateCarrier1_rgr", 

"V_mas_afr_ChestrigB_rgr_g", 

"V_mas_afr_ChestrigB_rgr", 

"V_mas_afr_TacVest_b", 

"V_mas_afr_TacVest_i", 

"V_mas_afr_TacVest_o", 

"V_Chestrig_khk"

 

 

] call BIS_fnc_selectRandom;

_unittaleb addVest _talebvest;

 

//==============================================================

 

_talebgrpWhat= [

 

"H_Bandanna_surfer",

"H_PilotHelmetHeli_B",

"H_Cap_blk_Raven",

"H_Cap_khaki_specops_UK",

"H_Cap_oli",

"H_Cap_red",

"H_Cap_red",

"H_Cap_oli",

"H_Cap_blu",

"H_Cap_red",

"H_Cap_oli",

"H_Cap_blu",

"H_MilCap_oucamo",

"H_Watchcap_khk",

"H_Bandanna_mcamo",

"H_mas_afr_HelmetB", 

"H_mas_afr_HelmetI", 

"H_mas_afr_HelmetO", 

"H_mas_afr_Cap_headphones", 

"H_mas_afr_Cap", 

"H_mas_afr_Cap_onu", 

"H_mas_afr_c1", 

"H_mas_afr_c2", 

"H_mas_afr_c3", 

"H_mas_afr_c4", 

"H_mas_afr_MilCap_b", 

"H_mas_afr_MilCap_bs", 

"H_mas_afr_MilCap_i", 

"H_mas_afr_MilCap_is", 

"H_mas_afr_MilCap_o", 

"H_mas_afr_MilCap_os", 

"H_mas_afr_Booniehat_b", 

"H_mas_afr_Booniehat_b2", 

"H_mas_afr_Booniehat_o", 

"H_mas_afr_Booniehat_o2", 

"H_mas_afr_Booniehat_i", 

"H_mas_afr_Booniehat_i2", 

"H_mas_afr_Booniehat_c", 

"H_mas_afr_Booniehat_c2", 

"H_mas_afr_Balaclava", 

"H_mas_afr_beret_b", 

"H_mas_afr_beret_bs", 

"H_mas_afr_beret_i", 

"H_mas_afr_beret_is", 

"H_mas_afr_beret_o", 

"H_mas_afr_pro_ht", 

"H_mas_afr_pro_ht_bala", 

"H_mas_afr_helmet_ht", 

"H_mas_afr_helmet_ht_bala", 

"H_mas_afr_headset_b",

"H_HelmetB_snakeskin",

"H_HelmetB_paint",

"H_HelmetB_camo",

"H_Booniehat_mcamo",

"H_Bandanna_mcamo",

"H_Cap_blk_Raven"

] call BIS_fnc_selectRandom;

_unittaleb addHeadgear _talebgrpWhat;

 

//==============================================================

_typetalebguns= [

 

 

 

"arifle_mas_m70",

"arifle_mas_bizon",

"arifle_mas_aks74u_c", 

"arifle_mas_aks74u_sd", 

"arifle_mas_akms_c_a", 

"arifle_mas_ak_74m",

"arifle_mas_g3", 

"arifle_mas_fal", 

"arifle_mas_m4vlt", 

"arifle_mas_m4_m203c_v_e", 

"arifle_mas_m16",

"arifle_mas_mp5",

"arifle_mas_mp5_v_e", 

"arifle_mas_m1014",

"arifle_mas_lee",

"arifle_mas_mp40", 

"srifle_mas_vss", 

"arifle_mas_m14",     

"arifle_mas_akms"

 

] call BIS_fnc_selectRandom;

 

_unittaleb1 = [_unittaleb, _typetalebguns, 12, 1] call BIS_fnc_addWeapon;

_unittaleb additem "FirstAidKit";

_unittaleb addPrimaryWeaponItem "acc_flashlight"; 

_unittaleb enableGunLights "AUTO";

 

_typegunlu1i= [

"hgun_mas_glock_F_sd",

"hgun_mas_p226_F",

"hgun_mas_m9_F", 

"hgun_mas_uzi_F",

"hgun_Pistol_heavy_02_Yorris_F",

"hgun_mas_usp_l_F_sd", 

"hgun_mas_glocksf_F_sd" 

] call BIS_fnc_selectRandom;

 

_typegunp0lu1 = [_unittaleb, _typegunlu1i, 3, 1] call BIS_fnc_addWeapon;

 

 

 

 

_unittaleb addEventHandler ["hit", { _this execVM "VZ_SRCIPT_PackSP\SP_Hitsound.sqf";}];

_unittaleb addEventHandler ["killed", { _this call TL_fnc_enemyKilled }];

_unittaleb addeventhandler ["FiredNear",{ [_this select 0, ["Middle","Down"]] execVM "VZ_SRCIPT_PackSP\SP_ JBOY_UpDown.sqf";}];

_unittaleb addEventHandler ["killed",{_this execVM "VZ_SRCIPT_PackSP\SP_hitsound_YEAeventhandl.sqf"}];  

 

 

 

 

_unittaleb addMagazine "HandGrenade"; 

_unittaleb setskill ["aimingAccuracy",0.14] ;

_unittaleb setskill ["courage",0.66] ;

 

 

 

//================================  hunger & thirst  ========================

_chancehunger = 0.7;

if ((random 1) < _chancehunger) 

then

{

_typehunger= ["rb_TacticalBacon","rb_cereal","rb_matches","rb_RiceBox","rb_Meat","rb_MeatC","rb_BakedBeans", "rb_TacticalBacon"

] call BIS_fnc_selectRandom;

 

_unittaleb addItemCargoGlobal [_typehunger, 2];

 

}

else

{

//script here

};

 

//==========

_chancethirst = 0.6;

if ((random 1) < _chancethirst) 

then

{

_typethirst= ["rb_Spirit","rb_franta","rb_redgull","rb_bottleclean"] call BIS_fnc_selectRandom;

 

_unittaleb addItemCargoGlobal [_typethirst, 1];

}

else

{

//script here

};

 

 

//============================ special items =================

_chancespecitem = 0.5;

if ((random 1) < _chancethirst) 

then

{

_typespecitem= [

"optic_Holosight",

"optic_SOS",

"acc_flashlight",

"optic_MRCO",

"optic_LRPS",

"optic_mas_zeiss_eo",

"Item_optic_Nightstalker",

"Item_optic_tws",

"optic_mas_PSO_nv_eo_c", 

"optic_mas_PSO_nv_day", 

"optic_mas_term", 

"optic_mas_kobra_c" , 

"optic_mas_nspu", 

"optic_mas_goshawk", 

"optic_mas_PSO_kv_c",

"muzzle_mas_snds_AK", 

"muzzle_mas_snds_SVD",

"APERSMine_Range_Mag",

"APERSBoundingMine_Range_Mag",

"APERSTripMine_Wire_Mag",

"DemoCharge_Remote_Mag",

"Rangefinder",

"Binocular",

"HandGrenade",

"optic_Arco",

"optic_Aco",

"optic_Holosight"

] call BIS_fnc_selectRandom;

 

//_unittaleb addItemToBackpack _chancespecitem;

_unittaleb addItemCargoGlobal [_typespecitem, 1];

}

else

{

//script here

};

 

 

//================================  special gears ========================

_chancespecial = 0.3;

if ((random 1) < _chancespecial) 

then

{

null = [_unittaleb] execVM "VZ_SRCIPT_PackSP\SP_GEARING_V2spec.sqf";

 

 

}

else

{

//script here

};

 

 

 

 

 

 

 

 

/// and for special units

 

//null = [this] execVM "VZ_SRCIPT_PackSP\SP_GEARING_V2spec.sqf";

 

 

 

 

 

 

 

 

waitUntil {!isNil "bis_fnc_init"};

 

_unitspec = _this select 0;

 

removeAllWeapons _unitspec;

 

 

 

switch (round(random 5)) do

{

        case 0:// machinegunner

        {

_bacpack_item2w = ["B_AssaultPack_blk","B_AssaultPack_cbr","B_AssaultPack_khk"] call BIS_fnc_selectRandom;

        _unitspec addBackpackGlobal _bacpack_item2w;

_typespecguns= ["LMG_mas_pech_F","LMG_mas_mg3_F","LMG_mas_pkm_F_a","LMG_mas_pkm_F_h"] call BIS_fnc_selectRandom;

        _unitspecg = [_unitspec, _typespecguns, 6, 1] call BIS_fnc_addWeapon;

_unitspec setskill ["aimingAccuracy",0.12];

        _unitspec setskill ["spotDistance",0.48];

        _unitspec addPrimaryWeaponItem "acc_flashlight"; 

        _unitspec enableGunLights "AUTO";

removeGoggles _unitspec;

_unitspec addGoggles "G_mas_wpn_wrap_c";

   _unitspecguns= ["hgun_mas_m9_F","hgun_Pistol_heavy_02_Yorris_F","hgun_Rook40_F"] call BIS_fnc_selectRandom;

        _unitspecz = [_unitspec, _unitspecguns, 4, 1] call BIS_fnc_addWeapon;

 

};

        case 1:// sniper

        {

        _bacpack_item2w = ["B_AssaultPack_blk","B_AssaultPack_cbr","B_AssaultPack_khk"] call BIS_fnc_selectRandom;

        _unitspec addBackpackGlobal _bacpack_item2w;

        _typespecguns= [ "srifle_mas_ksvk_c_h", "arifle_mas_m14_l","srifle_mas_m24_v_h","arifle_mas_fal_h","arifle_mas_m14_h" ] call BIS_fnc_selectRandom;

        _unitspecg = [_unitspec, _typespecguns, 16, 1] call BIS_fnc_addWeapon;

_unitspec setskill ["aimingAccuracy",0.19];

        _unitspec setskill ["spotDistance",0.58];

        _unitspec addPrimaryWeaponItem "acc_flashlight"; 

        _unitspec enableGunLights "AUTO";

removeGoggles _unitspec;

_unitspec addGoggles "G_mas_wpn_wrap_c";

   _unitspecguns= ["hgun_mas_m9_F","hgun_Pistol_heavy_02_Yorris_F","hgun_Rook40_F"] call BIS_fnc_selectRandom;

        _unitspecz = [_unitspec, _unitspecguns, 6, 1] call BIS_fnc_addWeapon;

 

         };

        

case 2:// rpg

        {

_bacpack_item2w = ["B_AssaultPack_blk","B_AssaultPack_cbr","B_AssaultPack_khk"] call BIS_fnc_selectRandom;

        _unitspec addBackpackGlobal _bacpack_item2w;

        _typespecguns= ["arifle_mas_m14","arifle_mas_m16"] call BIS_fnc_selectRandom;

        _unitspecg = [_unitspec, _typespecguns, 8, 1] call BIS_fnc_addWeapon;

_unitspec setskill ["aimingAccuracy",0.14];

        _unitspec setskill ["spotDistance",0.68];

        _unitspec addPrimaryWeaponItem "acc_flashlight"; 

        _unitspec enableGunLights "AUTO";

_unitspec addMagazine "mas_OG7";

_unitspec addMagazine "mas_PG7V";

        _unitspec addWeapon "mas_launch_RPG7_F";

    removeGoggles _unitspec;

_unitspec addGoggles "G_mas_wpn_wrap_c";

   _unitspecguns= ["hgun_mas_m9_F","hgun_Pistol_heavy_02_Yorris_F","hgun_Rook40_F"] call BIS_fnc_selectRandom;

        _unitspecz = [_unitspec, _unitspecguns, 6, 1] call BIS_fnc_addWeapon;

 

};

 

        case 3://assaut

        {

_bacpack_item2w = ["B_AssaultPack_blk","B_AssaultPack_cbr","B_AssaultPack_khk"] call BIS_fnc_selectRandom;

        _unitspec addBackpackGlobal _bacpack_item2w;

        _typespecguns= ["arifle_mas_m16","arifle_mas_m16"] call BIS_fnc_selectRandom;

        _unitspecg = [_unitspec, _typespecguns, 9, 1] call BIS_fnc_addWeapon;

_unitspec setskill ["aimingAccuracy",0.14];

        _unitspec setskill ["spotDistance",0.48];

        _unitspec addPrimaryWeaponItem "acc_flashlight"; 

        removeGoggles _unitspec;

_unitspec addGoggles "G_mas_wpn_wrap_c";

_unitspecguns= ["hgun_mas_m9_F","hgun_Pistol_heavy_02_Yorris_F","hgun_Rook40_F"] call BIS_fnc_selectRandom;

        _unitspecz = [_unitspec, _unitspecguns, 6, 1] call BIS_fnc_addWeapon;

 

 

};

 

case 4:// handgun only

        {

_bacpack_item2w = ["B_AssaultPack_blk","B_AssaultPack_cbr","B_AssaultPack_khk"] call BIS_fnc_selectRandom;

        _unitspec addBackpackGlobal _bacpack_item2w;

        _unitspec setskill ["aimingAccuracy",0.13];

        _unitspec setskill ["spotDistance",0.48];

        removeGoggles _unitspec;

_unitspec addGoggles "G_mas_wpn_wrap_c";

_unitspecguns= ["hgun_mas_m9_F","hgun_Pistol_heavy_02_Yorris_F","hgun_Rook40_F"] call BIS_fnc_selectRandom;

        _unitspecz = [_unitspec, _unitspecguns, 16, 1] call BIS_fnc_addWeapon;

 

 

};

 

 

};

 

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hum sorry for this long post i wanted just to show this script but i ve made a mistake, i use this one because only 30/100 for ex. of the spawned unit are gearing with specialised gear, if it can help

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yeah, i think the best solution for this problem is for me to write some unit configs! Its a barrier to people who aren't familiar with scripting to use the mod, i'll get on it i once i've gotten more gear finished.

 

@thesnypr i haven't seen that script so thanks for posting, ;) not actually sure how to do this but its good to post scripts in 'spoiler' tag you click on to expand

 

not done much modding recently due to other games/RL but got the basic files together to start a bunch of new gear. More pretty pictures are on the way :)

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Hope yall can help. 

 

We are running an Exile and want to put our AI in your wonderful gear, give it that worn out scavenger look. 

 

We have Exile with A3DMS, I went through the config and changed all of the AI units gear to similar Friths components but on restart we get no error messages and the AI remain in their skivvies. 

 

Any help with this would be appreciated. 

Thanks again for this amazing mod and any help in advance.

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@MacMerritt : it's something you need to ask exile devs. Those are just uniforms, and aren't likely to cause any unusual script behaviours.

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ha... thanks haleks it might have taken me a while to notice that ;)

 

@MacMerritt I haven't actually ever played exile mod (crap pc) so i'm not the guy to ask. :( you may know that if you've installed from steam then server person will have to move the key to 'keys' folder. manually.

 

happy wandering

Edited by lordfrith

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Thanks for the quick response gentlemen. I do appreciate it. I will look into the Key issue as well.

 

Keep up the amazing work on the mod, loving it so far.

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Hi Lord Frith,

 

I was wondering if there was a CUP/RHS conflict with your mod?

 

I had it loaded then tried to play these scenario with the current 1.66 release and 1.67 DEV builds but the game would not start or get stuck on the introduction. Only when I unloaded your mod would it work. 

 

http://steamcommunity.com/sharedfiles/filedetails/?id=733988822&searchtext=13+hours

http://steamcommunity.com/sharedfiles/filedetails/?id=741274430&searchtext=13+hours

http://steamcommunity.com/sharedfiles/filedetails/?id=732881736&searchtext=13+hours

http://steamcommunity.com/sharedfiles/filedetails/?id=698293368&searchtext=13+hours

 

Yes, I just finished watching the movie 13 hours and tried to jump into a game with my current mod selection and only when I unload your mod would it work. It seems to be a CUP and RHS conflict.

 

It would be great to look into it.

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pushed a small update onto SW for friths ruin to include an armour patch written by 'futura miles' to correct my rather haphazard configs. Haven't done this for a while so let me know if anythings not working or somehow i made your PC explode...

 

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Awesome. ^^

Life in the post-apocalyptic would be so dull without these little works of art. 

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FrithsRuin has been rather dead for a while. i got a lot of non arma drawing work and these are just too labour intensive for me to really enjoy doing in my spare time (all that individual stitching!).

 

with this in mind i'm releasing the source files also today, they're a bit of a shambles tbh but it all should be there if anyone wants to tweak and fix the bits i never got round to.

 

https://www.dropbox.com/s/l1w0oh2brvfoeo5/RUINsource.zip?dl=0

 

@foxhound thanks again good sir, did you grab the update from SW as i haven't updated OP yet so any dropbox links etc will still be old

 

@Evil Organ thanks bud! been enjoying seeing them sneaking into the fallout screenshots :D

 

I'd like to thank everyone who still gives the mod love, it means a lot to see that my month or two of sleep deprived obsessive drawing is still being used and appreciated.

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