hoizen 18 Posted June 9, 2016 Hey all, In the last update (1.60) that introduced some new respawn menu features, I have my own respawn loadout role defined. However, there seems to be a default "rifleman" role that's always there which I can't figure out how to get rid of. The wiki states: "Mission designer can use roles already created in the game config, or custom roles can be defined in description.ext file." https://community.bistudio.com/wiki/Arma_3_Respawn:_New_Respawn_Screen But it does not describe how to use only custom and not pre-existing roles. Image below: My custom role that I want is "Insurgents". The role that won't go away is "rifleman" Thanks for any help. Share this post Link to post Share on other sites
KevsNoTrev 44 Posted June 9, 2016 What is inside your description.ext under cfgRoles? Share this post Link to post Share on other sites
hoizen 18 Posted June 9, 2016 What is inside your description.ext under cfgRoles? class CfgRoles { class InsurgentRole { displayName = "Insurgents"; icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa"; }; }; Share this post Link to post Share on other sites
sgtfonzie 10 Posted October 21, 2016 Hey H. I am new in AMM (arma mission making) and i haved tryed for 7/8 hours to make a respawn menu like in apex. But i can't figure it out. I have search the forum but with no lock so far. How can i make the same menu that you have?? Hope you can and will help. Share this post Link to post Share on other sites
snakeplissken 96 Posted October 25, 2016 Hey H. I am new in AMM (arma mission making) and i haved tryed for 7/8 hours to make a respawn menu like in apex. But i can't figure it out. I have search the forum but with no lock so far. How can i make the same menu that you have?? Hope you can and will help. You need a description.ext file with respawnTemplates[] = {"MenuInventory"}; then define the loadouts in a different file (e.g. loadout.cpp) - you can also add them in the description.ext, but a seperate file keeps the .ext clean class CfgRespawnInventory { class WEST1 { displayName = "Assalto"; // Name visible in the menu icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa"; // Icon displayed next to the name role = "Test"; // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "arifle_MX_GL_Black_F", "Binocular" }; magazines[] = { "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "SmokeShell" }; items[] = { "FirstAidKit" }; linkedItems[] = { "V_Chestrig_khk", "H_Watchcap_blk", "optic_Aco", "acc_flashlight", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio" }; uniformClass = "U_BG_Guerrilla_6_1"; backpack = "B_AssaultPack_mcamo"; }; class WEST2 { displayName = "Sniper"; // Name visible in the menu icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa"; // Icon displayed next to the name role = "Test"; // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "srifle_EBR_F", "Rangefinder" }; magazines[] = { "20Rnd_762x51_Mag", "20Rnd_762x51_Mag", "20Rnd_762x51_Mag", "20Rnd_762x51_Mag", "HandGrenade" "HandGrenade" "HandGrenade" }; items[] = { "FirstAidKit" }; linkedItems[] = { "V_Chestrig_khk", "H_Watchcap_blk", "optic_Arco", "acc_flashlight", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio" }; uniformClass = "U_BG_Guerrilla_6_1"; backpack = "B_AssaultPack_mcamo"; }; }; include that file in the description.ext with (at the bottom)#include "loadout.cpp" and in the init.sqf on the top: if(isServer || isDedicated)then { [west,"WEST1"] call BIS_fnc_addRespawnInventory; [west,"WEST2"] call BIS_fnc_addRespawnInventory; }; source: https://steamcommunity.com/app/107410/discussions/0/368542844481300912/ Share this post Link to post Share on other sites
sgtfonzie 10 Posted October 25, 2016 THX a lot that really helped me so that is awesome. Now i can pick loadout. I also find out how to chance the inv and find class names. But how can it be that my "role" only says default? I tried name the playerble unit didnt work. I tried to change the "icon" icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa"; and set a new role. didnt work. The only thing i can change the name of the loadout. What i am doing wrong? Share this post Link to post Share on other sites
snakeplissken 96 Posted October 29, 2016 THX a lot that really helped me so that is awesome. Now i can pick loadout. I also find out how to chance the inv and find class names. But how can it be that my "role" only says default? I tried name the playerble unit didnt work. I tried to change the "icon" icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa"; and set a new role. didnt work. The only thing i can change the name of the loadout. What i am doing wrong? Here is my file .. I put three classes (Sniper, Assault and LMG) Each class has up to two different inventories (assault has three) *You have up to 12 ticket to the respawn. File Init.sqf //ticket definition [west,12] call BIS_fnc_respawnTickets; //inventory definition [missionNamespace,["WEST1",1,1]] call BIS_fnc_addRespawnInventory; // First number is limit for given loadout (use 0 for no limit), second number is limit for role assigned to given loadout (use 0 for no limit). [missionNamespace,["WEST2",1,1]] call BIS_fnc_addRespawnInventory; [missionNamespace,["WEST3",1,1]] call BIS_fnc_addRespawnInventory; [missionNamespace,["WEST4",1,1]] call BIS_fnc_addRespawnInventory; [missionNamespace,["WEST5",1,1]] call BIS_fnc_addRespawnInventory; [missionNamespace,["WEST6",1,1]] call BIS_fnc_addRespawnInventory; [missionNamespace,["WEST7",1,1]] call BIS_fnc_addRespawnInventory; create a .cpp file (equal to create a .sqf file, only you put cpp at the end of the name) ///// Classe of soldier class CfgRoles { class LMG { displayName = "LMG"; // specialty name icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\private_gs.paa"; // Icon displayed next to the name }; class Assalto { displayName = "Assalto"; icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\corporal_gs.paa"; }; class Sniper { displayName = "Sniper"; icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\lieutenant_gs.paa"; }; } class CfgRespawnInventory { class WEST1 { displayName = "Sniper I"; // Name visible in the menu icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa"; // Icon displayed next to the name role = "Sniper"; // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "srifle_DMR_05_tan_f", // primary ArmA "hgun_Pistol_heavy_01_MRD_F", // secondary weapon "Rangefinder" }; magazines[] = { "10Rnd_93x64_DMR_05_Mag", "10Rnd_93x64_DMR_05_Mag", "10Rnd_93x64_DMR_05_Mag", "10Rnd_93x64_DMR_05_Mag", "10Rnd_93x64_DMR_05_Mag", "10Rnd_93x64_DMR_05_Mag", "11Rnd_45ACP_Mag", "11Rnd_45ACP_Mag", "11Rnd_45ACP_Mag", "HandGrenade", "HandGrenade", "HandGrenade" }; items[] = { "FirstAidKit", "MineDetector" }; linkedItems[] = { "V_PlateCarrier1_blk", // Vest "H_Watchcap_blk", // Helmet "NVGoggles", "optic_KHS_blk", "bipod_01_F_blk", "acc_flashlight", "optic_MRD", "muzzle_snds_acp", "ItemMap", "ItemGPS", "ItemCompass", "ItemWatch", "ItemRadio" }; uniformClass = "U_B_CombatUniform_mcam_tshirt"; backpack = "B_AssaultPack_mcamo"; }; class WEST2 { displayName = "Sniper II"; icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\lieutenant_gs.paa"; role = "Sniper"; weapons[] = { "srifle_EBR_F", "Rangefinder" }; magazines[] = { "20Rnd_762x51_Mag", "20Rnd_762x51_Mag", "20Rnd_762x51_Mag", "20Rnd_762x51_Mag", "HandGrenade", "HandGrenade", "HandGrenade", }; items[] = { "FirstAidKit" }; linkedItems[] = { "V_Chestrig_khk", "H_Watchcap_blk", "optic_Sos", "acc_flashlight", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio" }; uniformClass = "U_BG_Guerrilla_6_1"; backpack = "B_AssaultPack_mcamo"; }; class WEST3 { displayName = "Granadeiro"; icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\corporal_gs.paa"; // Icon displayed next to the name role = "Assalto"; weapons[] = { "arifle_MX_GL_Black_F", "Binocular" }; magazines[] = { "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "SmokeShell" }; items[] = { "FirstAidKit" }; linkedItems[] = { "V_Chestrig_khk", "H_Watchcap_blk", "optic_Hamr", "acc_flashlight", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio" }; uniformClass = "U_BG_Guerrilla_6_1"; backpack = "B_AssaultPack_mcamo"; }; class WEST4 { displayName = "Assalto FN F2000"; icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\corporal_gs.paa"; // Icon displayed next to the name role = "Assalto"; weapons[] = { "arifle_Mk20_GL_plain_F", "Binocular" }; magazines[] = { "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "SmokeShell" }; items[] = { "FirstAidKit" }; linkedItems[] = { "V_Chestrig_khk", "H_Watchcap_blk", "optic_MRCO", "acc_flashlight", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio" }; uniformClass = "U_BG_Guerrilla_6_1"; backpack = "B_AssaultPack_mcamo"; }; class WEST5 { displayName = "Anti Tank"; icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\corporal_gs.paa"; // Icon displayed next to the name role = "Assalto"; weapons[] = { "arifle_SPAR_01_GL_snd_F", "launch_RPG32_F", "Binocular" }; magazines[] = { "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "RPG32_HE_F", "RPG32_F", "SmokeShell" }; items[] = { "FirstAidKit" }; linkedItems[] = { "V_Chestrig_khk", "H_Watchcap_blk", "optic_MRCO", "acc_flashlight", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio" }; uniformClass = "U_BG_Guerrilla_6_1"; backpack = "B_AssaultPack_mcamo"; }; class WEST6 { displayName = "LMG Leve"; icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\private_gs.paa"; // Icon displayed next to the name role = "LMG"; // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "arifle_MX_SW_Black_F", "Binocular" }; magazines[] = { "100Rnd_65x39_caseless_mag", "100Rnd_65x39_caseless_mag", "100Rnd_65x39_caseless_mag", "100Rnd_65x39_caseless_mag", "SmokeShell" }; items[] = { "FirstAidKit" }; linkedItems[] = { "V_Chestrig_khk", "H_Watchcap_blk", "optic_Arco", "acc_flashlight", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio" }; uniformClass = "U_B_CombatUniform_mcam_tshirt"; backpack = "B_AssaultPack_mcamo"; }; class WEST7 { displayName = "LMG Médio"; icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\private_gs.paa"; // Icon displayed next to the name role = "LMG"; // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "LMG_Zafir_F", "Binocular" }; magazines[] = { "150Rnd_762x54_Box", "150Rnd_762x54_Box", "150Rnd_762x54_Box", "150Rnd_762x54_Box", "SmokeShell" }; items[] = { "FirstAidKit" }; linkedItems[] = { "V_Chestrig_khk", "H_Watchcap_blk", "optic_Aco", "acc_flashlight", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio" }; uniformClass = "U_B_CombatUniform_mcam_tshirt"; backpack = "B_AssaultPack_mcamo"; }; }; include that name (#include "loadout.cpp") in the description.ext (in the last line) Respawn = 3; RespawnDelay = 7; respawnTemplates[] = {"MenuInventory", "MenuPosition", "Tickets","Spectator"}; #include "loadout.cpp" 1 Share this post Link to post Share on other sites
sgtfonzie 10 Posted October 29, 2016 THX alot, now it workes..!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Share this post Link to post Share on other sites
sgtfonzie 10 Posted November 15, 2016 Hey. it all Work now, but is there anyway you can decide what items goes into what? Like all my mags goes into the vest? I have tried everything??? My .hpp look like. and it is the red one that dont Work. any ideas? class CfgRoles{ class Recon { displayName = "Recon"; icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa"; }} class CfgRespawnInventory{ class WEST_1 //LEADER { displayName = "Leader"; icon = ""; role = "Recon"; uniformClass = "U_B_CTRG_1"; backpack = "B_AssaultPack_mcamo"; weapons[] = { "arifle_SPAR_01_GL_blk_F", "Rangefinder" }; magazines[] = { "30Rnd_556x45_Stanag_Tracer_Green" }; items[] = { "FirstAidKit" }; linkedItems[] = { "V_TacVest_oli", "H_Booniehat_khk_hs", "1Rnd_HE_Grenade_shell", "FirstAidKit", "ItemCompass", "ItemMap", "ItemRadio", "ItemWatch", "ItemGPS", "NVGoggles_OPFOR", "muzzle_snds_M", "acc_pointer_IR", "optic_MRCO" }; addItemToVest[] = { "30Rnd_556x45_Stanag_Tracer_Green" }; };}; Share this post Link to post Share on other sites
theopolus 69 Posted December 18, 2016 Bump? On 11/15/2016 at 6:44 AM, sgtfonzie said: is there anyway you can decide what items goes into what? ya the Obsessive Compulsive in me really would like to figure out how to assign gear and mags to specific containers rather than have everything in a broad category (ie. item or magazines) just listed all at once and go all into the first available container. have i mentioned that i'm a wee bit OCD?! any thoughts? thanks. Share this post Link to post Share on other sites
LisaDebb 1 Posted March 22, 2017 On 11/15/2016 at 3:44 AM, sgtfonzie said: Hey. it all Work now, but is there anyway you can decide what items goes into what? Like all my mags goes into the vest? I have tried everything??? Hi A bit late, and not fully tested, but would any of these work? addItemToUniform https://community.bistudio.com/wiki/addItemToUniform addItemToVest https://community.bistudio.com/wiki/addItemToVest addItemToBackpack https://community.bistudio.com/wiki/addItemToBackpack Share this post Link to post Share on other sites
Casio91Fin 31 Posted January 30, 2018 Hi. I need help. Its purpose would be to have its own equipment on the east side. In a similar style to the west side. But the problem is that it gives the same equipment on both sides. Where I made a mistake? The gameplay is CTF Description.ext Respawn = 3; RespawnDelay = 5; respawnTemplatesWest[] = {"MenuInventory", "MenuPosition", "Tickets"}; respawnTemplatesEast[] = {"MenuInventory", "MenuPosition", "Tickets"}; #include "loadout.cpp" Init.sqf //West [missionNamespace,["WEST1",1,1]] call BIS_fnc_addRespawnInventory; [missionNamespace,["WEST2",1,1]] call BIS_fnc_addRespawnInventory; [missionNamespace,["WEST3",1,1]] call BIS_fnc_addRespawnInventory; [missionNamespace,["WEST4",1,1]] call BIS_fnc_addRespawnInventory; [missionNamespace,["WEST5",1,1]] call BIS_fnc_addRespawnInventory; [missionNamespace,["WEST6",1,1]] call BIS_fnc_addRespawnInventory; [missionNamespace,["WEST7",1,1]] call BIS_fnc_addRespawnInventory;// East [missionNamespace,["EAST1",1,1]] call BIS_fnc_addRespawnInventory; [missionNamespace,["EAST2",1,1]] call BIS_fnc_addRespawnInventory; [missionNamespace,["EAST3",1,1]] call BIS_fnc_addRespawnInventory; [missionNamespace,["EAST4",1,1]] call BIS_fnc_addRespawnInventory; [missionNamespace,["EAST5",1,1]] call BIS_fnc_addRespawnInventory; [missionNamespace,["EAST6",1,1]] call BIS_fnc_addRespawnInventory; [missionNamespace,["EAST7",1,1]] call BIS_fnc_addRespawnInventory; loadout.cpp class CfgRoles { class LMG { displayName = "LMG"; // specialty name icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\private_gs.paa"; // Icon displayed next to the name }; class Assault { displayName = "Assault"; icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\corporal_gs.paa"; }; class Sniper { displayName = "Sniper"; icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\lieutenant_gs.paa"; }; class Specials { displayName = "Special forces"; icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa"; }; } class CfgRespawnInventory { class WEST1 { displayName = "Sniper I"; // Name visible in the menu icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa"; // Icon displayed next to the name role = "Sniper"; // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "srifle_LRR_camo_F", // primary ArmA "hgun_P07_F", // secondary weapon "Rangefinder" }; magazines[] = { "7Rnd_408_Mag", "7Rnd_408_Mag", "7Rnd_408_Mag", "7Rnd_408_Mag", "7Rnd_408_Mag", "7Rnd_408_Mag", "7Rnd_408_Mag", "16Rnd_9x21_red_Mag", "16Rnd_9x21_red_Mag", "16Rnd_9x21_red_Mag", "16Rnd_9x21_red_Mag", "HandGrenade", "HandGrenade" }; items[] = { "FirstAidKit", "FirstAidKit" }; linkedItems[] = { "V_TacVest_oli", // Vest "H_Bandanna_mcamo", // Helmet "NVGoggles", "optic_LRPS", "muzzle_snds_L", "ItemMap", "ItemGPS", "ItemCompass", "ItemWatch", "ItemRadio" }; uniformClass = "U_B_GhillieSuit"; }; class WEST2 { displayName = "Sniper II"; icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\lieutenant_gs.paa"; role = "Sniper"; weapons[] = { "srifle_EBR_F", "Rangefinder" }; magazines[] = { "20Rnd_762x51_Mag", "20Rnd_762x51_Mag", "20Rnd_762x51_Mag", "20Rnd_762x51_Mag", "HandGrenade", "HandGrenade", "HandGrenade", }; items[] = { "FirstAidKit" }; linkedItems[] = { "V_Chestrig_khk", "H_Watchcap_blk", "optic_Sos", "acc_flashlight", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio" }; uniformClass = "U_BG_Guerrilla_6_1"; backpack = "B_AssaultPack_mcamo"; }; class WEST3 { displayName = "Granadeiro"; icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\corporal_gs.paa"; // Icon displayed next to the name role = "Assault"; weapons[] = { "arifle_MX_GL_Black_F", "Binocular" }; magazines[] = { "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "SmokeShell" }; items[] = { "FirstAidKit" }; linkedItems[] = { "V_Chestrig_khk", "H_Watchcap_blk", "optic_Hamr", "acc_flashlight", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio" }; uniformClass = "U_BG_Guerrilla_6_1"; backpack = "B_AssaultPack_mcamo"; }; class WEST4 { displayName = "Assalto FN F2000"; icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\corporal_gs.paa"; // Icon displayed next to the name role = "Assault"; weapons[] = { "arifle_Mk20_GL_plain_F", "Binocular" }; magazines[] = { "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "SmokeShell" }; items[] = { "FirstAidKit" }; linkedItems[] = { "V_Chestrig_khk", "H_Watchcap_blk", "optic_MRCO", "acc_flashlight", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio" }; uniformClass = "U_BG_Guerrilla_6_1"; backpack = "B_AssaultPack_mcamo"; }; class WEST5 { displayName = "Anti Tank"; icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\corporal_gs.paa"; // Icon displayed next to the name role = "Assault"; weapons[] = { "arifle_SPAR_01_GL_snd_F", "launch_RPG32_F", "Binocular" }; magazines[] = { "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "RPG32_HE_F", "RPG32_F", "SmokeShell" }; items[] = { "FirstAidKit" }; linkedItems[] = { "V_Chestrig_khk", "H_Watchcap_blk", "optic_MRCO", "acc_flashlight", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio" }; uniformClass = "U_BG_Guerrilla_6_1"; backpack = "B_AssaultPack_mcamo"; }; class WEST6 { displayName = "LMG Leve"; icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\private_gs.paa"; // Icon displayed next to the name role = "LMG"; // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "arifle_MX_SW_Black_F", "Binocular" }; magazines[] = { "100Rnd_65x39_caseless_mag", "100Rnd_65x39_caseless_mag", "100Rnd_65x39_caseless_mag", "100Rnd_65x39_caseless_mag", "SmokeShell" }; items[] = { "FirstAidKit" }; linkedItems[] = { "V_Chestrig_khk", "H_Watchcap_blk", "optic_Arco", "acc_flashlight", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio" }; uniformClass = "U_B_CombatUniform_mcam_tshirt"; backpack = "B_AssaultPack_mcamo"; }; class WEST7 { displayName = "LMG Médio"; icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\private_gs.paa"; // Icon displayed next to the name role = "LMG"; // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "LMG_Zafir_F", "Binocular" }; magazines[] = { "150Rnd_762x54_Box", "150Rnd_762x54_Box", "150Rnd_762x54_Box", "150Rnd_762x54_Box", "SmokeShell" }; items[] = { "FirstAidKit" }; linkedItems[] = { "V_Chestrig_khk", "H_Watchcap_blk", "optic_Aco", "acc_flashlight", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio" }; uniformClass = "U_B_CombatUniform_mcam_tshirt"; backpack = "B_AssaultPack_mcamo"; }; class EAST1 { displayName = "Sniper I CSAT"; icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa"; // Icon displayed next to the name"; role = "Sniper"; // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "srifle_LRR_F", "hgun_Rook40_F", "Rangefinder" }; magazines[] = { "7Rnd_408_Mag", "7Rnd_408_Mag", "7Rnd_408_Mag", "7Rnd_408_Mag", "7Rnd_408_Mag", "7Rnd_408_Mag", "7Rnd_408_Mag", "30Rnd_9x21_Yellow_Mag", "30Rnd_9x21_Yellow_Mag", "30Rnd_9x21_Yellow_Mag", "30Rnd_9x21_Yellow_Mag", "HandGrenade", "HandGrenade" }; items[] = { "FirstAidKit", "FirstAidKit" }; linkedItems[] = { "V_TacVest_blk", "H_Bandanna_gry", "muzzle_snds_L", "optic_LRPS", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "ItemGPS" }; uniformClass = "U_O_GhillieSuit"; }; }; Share this post Link to post Share on other sites
Larrow 2822 Posted January 31, 2018 [west,["WEST1",1,1]] call BIS_fnc_addRespawnInventory; [east,["EAST1",1,1]] call BIS_fnc_addRespawnInventory; The first parameter is the side the inventory is enabled for. Using missionNamespace means make it available to everyone. Share this post Link to post Share on other sites
Casio91Fin 31 Posted January 31, 2018 thanks work well Share this post Link to post Share on other sites
Casio91Fin 31 Posted February 6, 2018 Hi. A new problem! how to get MEDKIT in backpack? And 8 other first aid kit? class WEST3 { displayName = "Medic"; icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\private_gs.paa"; role = "Support"; weapons[] = { "hlc_rifle_M4" }; magazines[] = { "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Red", "MiniGrenade", "MiniGrenade", "MiniGrenade", "MiniGrenade", "SmokeShell", "SmokeShell", "SmokeShell", "SmokeShell" }; items[] = { "Medikit", "FirstAidKit", "FirstAidKit", "FirstAidKit", "FirstAidKit", "FirstAidKit", "FirstAidKit", "FirstAidKit", "FirstAidKit", "FirstAidKit", "FirstAidKit" }; linkedItems[] = { "V_TacVest_oli", "H_Bandanna_camo", "G_Shades_Blue", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "ItemGPS" }; uniformClass = "U_I_G_Story_Protagonist_F"; backpack = "B_Kitbag_rgr"; }; Share this post Link to post Share on other sites
Wiki 1558 Posted August 23, 2018 hello. Digging up an old thread, but how to use a custom loadout? I mean: I want the player to have aback pack and 2 charges in the backpack (eg : mission 3 of Apex, when the players have demo charges in their backpack). How do I do that? Also, how do I set up what I want in the uniform or vest? Thanks a lot! Share this post Link to post Share on other sites