deathholme 11 Posted August 21, 2016 Hi so im trying to make a mission so that teams will Resawn with Seperate loadout selections. I have found no errors thus far making it with what i have except Independent spawn with only Independent gear but BluFor Spawns with both factoins loadouts Ill share files below "ROLES.HPP" respawn = "BASE"; respawnDelay = 10; class Header { gameType = Sector Control; minPlayers = 1; maxPlayers = 40; }; respawnTemplates[] = {"MenuInventory","MenuPosition"}; class CfgRespawnInventory { class Guerrilla1 { displayName = "Officer"; weapons[] = { "arifle_AKM_F", "hgun_ACPC2_F" }; magazines[] = { "30Rnd_762x39_Mag_Tracer_F", "30Rnd_762x39_Mag_Tracer_F", "30Rnd_762x39_Mag_Tracer_F", "30Rnd_762x39_Mag_Tracer_F", "30Rnd_762x39_Mag_Tracer_F", "30Rnd_762x39_Mag_Tracer_F", "30Rnd_762x39_Mag_Tracer_F", "30Rnd_762x39_Mag_Tracer_F", "9Rnd_45ACP_Mag", "9Rnd_45ACP_Mag", "9Rnd_45ACP_Mag", "9Rnd_45ACP_Mag", "9Rnd_45ACP_Mag", "9Rnd_45ACP_Mag", "9Rnd_45ACP_Mag", "9Rnd_45ACP_Mag", "SmokeShell" }; items[] = { "FirstAidKit", "SmokeShell" }; linkedItems[] = { "V_TacVestIR_blk", "H_Beret_blk", "optic_Aco_smg", "acc_flashlight", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio" }; uniformClass = "U_I_C_Soldier_Para_2_F"; }; class Guerrilla2 { displayName = "Sniper"; weapons[] = { "hgun_Pistol_heavy_02_F", "srifle_GM6_ghex_F", "optic_tws_mg" }; magazines[] = { "5Rnd_127x108_Mag", "5Rnd_127x108_Mag", "5Rnd_127x108_Mag", "5Rnd_127x108_Mag", "5Rnd_127x108_Mag", "5Rnd_127x108_Mag", "6Rnd_45ACP_Cylinder", "6Rnd_45ACP_Cylinder", "6Rnd_45ACP_Cylinder", "6Rnd_45ACP_Cylinder", "6Rnd_45ACP_Cylinder", "6Rnd_45ACP_Cylinder", "6Rnd_45ACP_Cylinder", "6Rnd_45ACP_Cylinder", "SmokeShell" }; items[] = { "FirstAidKit" }; linkedItems[] = { "V_Rangemaster_belt", "H_Shemag_olive", "optic_TWS_MG", "acc_flashlight", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio" }; uniformClass = "U_O_T_Sniper_F"; backpack = "B_AssaultPack_mcamo"; }; class WEST1 { displayName = "PatriotTrooper"; weapons[] = { "hgun_P07_khk_F", "arifle_MX_GL_khk_F", "NVGoggles_tna_F", "Binocular" }; magazines[] = { "30Rnd_65x39_caseless_mag_Tracer", "30Rnd_65x39_caseless_mag_Tracer", "30Rnd_65x39_caseless_mag_Tracer", "30Rnd_65x39_caseless_mag_Tracer", "30Rnd_65x39_caseless_mag_Tracer", "30Rnd_65x39_caseless_mag_Tracer", "30Rnd_65x39_caseless_mag_Tracer", "30Rnd_65x39_caseless_mag_Tracer", "30Rnd_65x39_caseless_mag_Tracer", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag" }; items[] = { "FirstAidKit" }; linkedItems[] = { "V_PlateCarrierGL_tna_F", "H_HelmetB_Enh_tna_F", "optic_Hamr_khk_F", "G_Balaclava_TI_G_tna_F", "muzzle_snds_H_khk_F", "acc_pointer_IR", "ItemMap", "NVGoggles_tna_F", "ItemCompass", "ItemWatch", "ItemRadio" }; uniformClass = "U_B_T_Soldier_F"; }; class Guerrilla3 { displayName = "Insurgent"; weapons[] = { "hgun_ACPC2_F", "arifle_AKM_F", "launch_RPG7_F" }; magazines[] = { "30Rnd_762x39_Mag_Tracer_F", "30Rnd_762x39_Mag_Tracer_F", "30Rnd_762x39_Mag_Tracer_F", "30Rnd_762x39_Mag_Tracer_F", "30Rnd_762x39_Mag_Tracer_F", "30Rnd_762x39_Mag_Tracer_F", "30Rnd_762x39_Mag_Tracer_F", "30Rnd_762x39_Mag_Tracer_F", "RPG7_F", "RPG7_F", "9Rnd_45ACP_Mag", "9Rnd_45ACP_Mag", "9Rnd_45ACP_Mag", "9Rnd_45ACP_Mag", "9Rnd_45ACP_Mag", "HandGrenade" }; items[] = { "FirstAidKit" }; linkedItems[] = { "V_PlateCarrierIA1_dgtl", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio", "ItemGPS", "H_Shemag_olive_hs", "G_Squares_Tinted" }; uniformClass = "U_I_C_Soldier_Para_3_F"; }; class Guerrilla4 { displayName = "Bandit"; weapons[] = { "LMG_03_F", "hgun_Pistol_01_F", "optic_Aco" }; magazines[] = { "200Rnd_556x45_Box_Tracer_Red_F", "200Rnd_556x45_Box_Tracer_Red_F", "200Rnd_556x45_Box_Tracer_Red_F", "200Rnd_556x45_Box_Tracer_Red_F", "10Rnd_9x21_Mag", "10Rnd_9x21_Mag", "10Rnd_9x21_Mag", "10Rnd_9x21_Mag", "10Rnd_9x21_Mag" }; items[] = { "FirstAidKit" }; linkedItems[] = { "V_TacVestIR_blk", "H_Booniehat_oli", "G_Bandanna_beast", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio" }; uniformClass = "U_I_C_Soldier_Para_4_F"; backpack = "B_AssaultPack_mcamo"; }; class WEST2 { displayName = "Commander"; weapons[] = { "Binocular", "arifle_SPAR_01_khk_F", "hgun_Pistol_heavy_02_F" }; magazines[] = { "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "6Rnd_45ACP_Cylinder", "6Rnd_45ACP_Cylinder", "6Rnd_45ACP_Cylinder", "6Rnd_45ACP_Cylinder", "6Rnd_45ACP_Cylinder", "HandGrenade" }; items[] = { "FirstAidKit", "Chemlight_green", "SmokeShellGreen" }; linkedItems[] = { "V_I_G_resistanceLeader_F", "H_Beret_Colonel", "muzzle_snds_m_khk_F", "acc_pointer_IR", "optic_ERCO_khk_F", "bipod_01_F_khk", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio" }; uniformClass = "U_B_T_Soldier_SL_F"; }; class WEST3 { displayName = "WICKED"; weapons[] = { "hgun_P07_F", "O_UavTerminal", "arifle_SPAR_01_GL_blk_F", "NVGogglesB_blk_F", "Rangefinder" }; 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", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "16Rnd_9x21_Mag", "HandGrenade" }; items[] = { "FirstAidKit" }; linkedItems[] = { "V_PlateCarrierSpec_blk", "H_HelmetSpecO_blk", "optic_Aco", "G_Balaclava_TI_G_blk_F", "acc_pointer_IR", "ItemMap", "muzzle_snds_M", "ItemCompass", "ItemWatch", "ItemRadio" }; uniformClass = "U_O_Protagonist_VR"; backpack = "B_ViperLightHarness_blk_F"; }; };respawnButton = 1; "Description.ext" onloadname = "TROPIC THUNDER"; author = HallerClock; OnLoadMission = "Capture And Hold The Zone!"; // ============================================================================================ class Header { gameType = SC; minPlayers = 2; maxPlayers = 40; }; // ============================================================================================ respawn = "BASE"; respawndelay = 10; disabledAI = 1; respawnDialog = 1; respawnTemplates[] = {"MenuInventory","MenuPosition"}; //respawnOnStart = 1; //Respawn Templates class CfgRespawnInventory { #include "Roles.hpp" }; "init.sqf" [resistance, "Officer"] call BIS_fnc_addRespawnInventory; [resistance, "Sniper"] call BIS_fnc_addRespawnInventory; [resistance, "Insurgent"] call BIS_fnc_addRespawnInventory; [resistance, "Bandit"] call BIS_fnc_addRespawnInventory; [west, "PatriotTrooper"] call BIS_fnc_addRespawnInventory; [west, "Commander"] call BIS_fnc_addRespawnInventory; [west, "WICKED"] call BIS_fnc_addRespawnInventory; [resistance, 'respawn_Officer'] call BIS_fnc_addRespawnPosition; [resistance, 'respawn_Sniper'] call BIS_fnc_addRespawnPosition; [resistance, 'respawn_Insurgent'] call BIS_fnc_addRespawnPosition; [resistance, 'respawn_Bandit'] call BIS_fnc_addRespawnPosition; [west, 'respawn_PatriotTrooper'] call BIS_fnc_addRespawnPosition; [west, 'respawn_Commander'] call BIS_fnc_addRespawnPosition; [west, 'respawn_WICKED'] call BIS_fnc_addRespawnPosition; Any help would be greatly aprecaited Share this post Link to post Share on other sites
R3vo 2652 Posted August 21, 2016 You need to put the class name of the loadout into BIS_fnc_addRespawnInventory, not the displayName config attribute. Additionally, class header exists twice and you open the class CfgRespawnInventory inside the roles.hpp but then add the roles.hpp like that: class CfgRespawnInventory { #include "Roles.hpp" }; Which leads to class CfgRespawnInventory { class CfgRespawnInventory { //inventories }; }; Last but not least, author value has to be string. Share this post Link to post Share on other sites