jakes 12 Posted February 19, 2016 Great addition for Arma 3 is the feature to customize your unit, via Eden, with exactly the gear you want the payer to start with.....only problem is as soon as the player respawn the gear goes back to default loadout. What is the point of a custom load out if you lose it after respawn? Am i missing something , PLZ tell me there is a way to make it so player retain there custom loudouts for multiplayer games. Thx in advance 1 Share this post Link to post Share on other sites
commanderx 17 Posted February 19, 2016 Hm... it´s the way like it was before. You were able to customize units with a script in the init box but after respawn they got the standard gear from the unit. The only change right now is that you customize your unit with just a few clicks. I don´t know if the behaviour you (and probably most others as well) would like to have is just an ordinary button "Keep customized gear after respawn" and some lines of additional code or a big deal with lots of changes needed to accomplish. Share this post Link to post Share on other sites
R3vo 2654 Posted February 19, 2016 On 2/19/2016 at 10:48 AM, commanderx said: Hm... it´s the way like it was before. You were able to customize units with a script in the init box but after respawn they got the standard gear from the unit. The only change right now is that you customize your unit with just a few clicks. I don´t know if the behaviour you (and probably most others as well) would like to have is just an ordinary button "Keep customized gear after respawn" and some lines of additional code or a big deal with lots of changes needed to accomplish. It is, adding an extra checkbox which enables gear saving is done in few minutes. However, it would require a mod. You can still do it the old way for now. create two files in your mission root onPlayerRespawn.sqf [player, [missionNamespace, "inventory_var"]] call BIS_fnc_loadInventory; onPlayerKilled.sqf [player, [missionNamespace, "inventory_var"]] call BIS_fnc_saveInventory; 2 Share this post Link to post Share on other sites
HeroesandvillainsOS 1504 Posted February 19, 2016 On 2/19/2016 at 12:32 PM, R3vo said: It is, adding an extra checkbox which enables gear saving is done in few minutes. However, it would require a mod. You can still do it the old way for now. create two files in your mission root onPlayerRespawn.sqf [player, [missionNamespace, "inventory_var"]] call BIS_fnc_loadInventory;onPlayerKilled.sqf [player, [missionNamespace, "inventory_var"]] call BIS_fnc_saveInventory; Does missionNamespace literally mean the name of the mission? So replace it with Takistan_Mission.Takistan for example or is it literally what you posted for all missions regardless of map or name? Share this post Link to post Share on other sites
R3vo 2654 Posted February 19, 2016 Nope, you don't need to change that. 1 Share this post Link to post Share on other sites
-ORION- 2 Posted February 20, 2016 On 2/19/2016 at 12:32 PM, R3vo said: It is, adding an extra checkbox which enables gear saving is done in few minutes. However, it would require a mod. You can still do it the old way for now. create two files in your mission root onPlayerRespawn.sqf [player, [missionNamespace, "inventory_var"]] call BIS_fnc_loadInventory; onPlayerKilled.sqf [player, [missionNamespace, "inventory_var"]] call BIS_fnc_saveInventory; Is that really all that's needed to retain our virtual arsenal loadouts after revive/death/respawn? By the beard of Zeus, if this works..... For SP and MP? 1 Share this post Link to post Share on other sites
HeroesandvillainsOS 1504 Posted February 20, 2016 On 2/20/2016 at 3:12 PM, -ORION- said: Is that really all that's needed to retain our virtual arsenal loadouts after revive/death/respawn? By the beard of Zeus, if this works..... For SP and MP? Try it and let us know! I didn't have a chance yesterday. Share this post Link to post Share on other sites
=242= CPT. Helios 18 Posted February 20, 2016 I just tested this system, it appears to be working properly. I have only tested one respawn and not multiple ones, however it appears to be working. 1 Share this post Link to post Share on other sites
-ORION- 2 Posted February 21, 2016 I quickly tested as well with several different arsenal loadouts and multiple respawns. Seems to be working. Haven't tested it with revive yet though - my Arma buddies are at work. Also, it seems to revert to your current loadout at the time of your death, i.e. if you used all but 1 magazine for your MX, you'll spawn with only 1 mag. Same for rockets/missiles, pistol mags, etc. I'm sure this follows for all equipped gear, but I only spent a quick few mins with it. Many thanks to R3vo. Share this post Link to post Share on other sites
jakes 12 Posted February 21, 2016 Ooooh inserting, thx all will be testing it today :) Share this post Link to post Share on other sites
jakes 12 Posted February 22, 2016 On 2/19/2016 at 12:32 PM, R3vo said: It is, adding an extra checkbox which enables gear saving is done in few minutes. However, it would require a mod. You can still do it the old way for now. create two files in your mission root onPlayerRespawn.sqf [player, [missionNamespace, "inventory_var"]] call BIS_fnc_loadInventory; onPlayerKilled.sqf [player, [missionNamespace, "inventory_var"]] call BIS_fnc_saveInventory; THANK YOU R2vo, works like a charm just a pity it doesn't save original ammo amount but that's a small gripe. Thx again Share this post Link to post Share on other sites
spidypiet 17 Posted February 23, 2016 On 2/22/2016 at 7:28 AM, jakes said: THANK YOU R2vo, works like a charm just a pity it doesn't save original ammo amount but that's a small gripe. Thx again that because its saving your inventory when you are killed if you depleted your bullits lost all your grenades emptyed your backpack that will be the state its saving while you'r being killed try to save with a trigger when you leave the first initial spawn locaction Share this post Link to post Share on other sites
Tankbuster 1747 Posted February 23, 2016 Or use an event handler to sense when the VA is closed, and save the inventory to missionnamespace then Share this post Link to post Share on other sites
farmboy102 2 Posted August 13, 2016 OK I think I'm too noob to understand this. I created both SQF files as explained with the code copied and pasted, but when I load in my mission I get a error BIS_fnc_loadInventory Inventory "inventory_var" Not Found. Any ideas? Share this post Link to post Share on other sites
-ami- mofo 13 Posted September 27, 2016 Hey guys I created those 2 .sqf files and put them in my mission directory and the player still respawns with a standard loadout. Is there another step I'm missing to get it to work? ie a trigger or something? Share this post Link to post Share on other sites
Tajin 349 Posted September 27, 2016 Put this in your init.sqf: if (hasInterface) then { [] spawn { waitUntil {alive player}; player setVariable ["loadout",getUnitLoadout player,false]; player addEventHandler ["Respawn", { player setUnitLoadout (player getVariable "loadout"); }]; }; }; That should keep reseting the player to his initial loadout whenever he respawns. 1 Share this post Link to post Share on other sites
-ami- mofo 13 Posted September 28, 2016 On 9/27/2016 at 2:19 PM, Tajin said: Put this in your init.sqf: if (hasInterface) then { [] spawn { waitUntil {alive player}; player setVariable ["loadout",getUnitLoadout player,false]; player addEventHandler ["Respawn", { player setUnitLoadout (player getVariable "loadout"); }]; }; }; That should keep reseting the player to his initial loadout whenever he respawns. Hi Tajin, Did that and it didn't work. Player still respawns with default BIS loadout. Is that script multiplayer compatible? Share this post Link to post Share on other sites
daza 36 Posted December 23, 2016 On 9/27/2016 at 8:47 AM, -ami- mofo said: Hey guys I created those 2 .sqf files and put them in my mission directory and the player still respawns with a standard loadout. Is there another step I'm missing to get it to work? ie a trigger or something? Add this into the init for those 2 files; execVM"onPlayerKilled.sqf"; execVM"onPlayerRespawn.sqf"; Share this post Link to post Share on other sites
daza 36 Posted December 23, 2016 I have new problem related to these two script. It works but when my character respawns it has seemed to have lost its given unit id or name/variable. How do I save this and add it to the new spawned unit? I need to do this so my addaction scripts will show again after respawning. Usually this works with how i have my scripts set up already but since i wanted to retain the custom loadouts im now using the two scripts suggested in this thread. But i think its reseting the units name/variable back to default. I am sure there is a line i can add in the respawn script to add back the unit name? Share this post Link to post Share on other sites
-ami- mofo 13 Posted December 24, 2016 Hey daza I'm fine now thanks mate, I use Arma's revive together with a bit of scripting that keeps us in revive mode for 5mins. Plenty of time to get revived and if not it's dead/mission failed. Share this post Link to post Share on other sites
ElPablo 5 Posted February 7, 2017 (edited) On 9/27/2016 at 2:19 PM, Tajin said: Put this in your init.sqf: if (hasInterface) then { [] spawn { waitUntil {alive player}; player setVariable ["loadout",getUnitLoadout player,false]; player addEventHandler ["Respawn", { player setUnitLoadout (player getVariable "loadout"); }]; }; }; That should keep reseting the player to his initial loadout whenever he respawns. Nice thx, I can confirm this work by just pasting it into the mission init box in eden. In eden - Attributes - General - copy and paste this code into the init text box area. No need for an init.sqf for a very basic mission. Now its coded into the mission init. edit: Caution - may conflicts happen if you have "Some code in the mission init of eden" and "Possible conflicting code in the init.sqf". Is this traceable or does one supersede the other? Debug Tips if so for future mistakes i will make. Edited February 7, 2017 by ElPablo Extra intel 2 Share this post Link to post Share on other sites
fathersarge 46 Posted May 11, 2017 Is it possible to make this work with vehicles with custom loadouts as well? That's the issue I'm trying to figure out at the moment, retain vehicle custom inventories on vehicle respawn... 2 Share this post Link to post Share on other sites
Targ35 2 Posted June 19, 2017 On 5/11/2017 at 7:04 PM, fathersarge said: Is it possible to make this work with vehicles with custom loadouts as well? That's the issue I'm trying to figure out at the moment, retain vehicle custom inventories on vehicle respawn... Plus 1 Share this post Link to post Share on other sites
fathersarge 46 Posted June 20, 2017 On 6/19/2017 at 1:15 AM, Targ35 said: Plus 1 Here you go! Be careful with it, I have a feeling it won't run very well with a ton of stuff on the map because it constantly checks if the vehicle is alive or not. A friend of mine is trying to get it to work with event handlers so it is more optimized but it works great! Share this post Link to post Share on other sites
PCanas 5 Posted July 4, 2017 On 12/23/2016 at 10:30 PM, daza said: Add this into the init for those 2 files; execVM"onPlayerKilled.sqf"; execVM"onPlayerRespawn.sqf"; init of what? The unit I want the loadout to be kept? Or on the files themselves? Share this post Link to post Share on other sites