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Kristure

Items in uniform not accessible by loadout editor

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Hi AmrA 3 community. I am pretty new to this stuff and have to apologize in advance if I post this in the wrong place.

 

 

I am trying to create a mission for my friends. I have completely fallen in love with mods, but as it seems these might cause somewhat of a problem for me.

 

This is what I am trying to accomplish:

  • 5 units from the Norwegian Units mod with customized loadout.

 

----------------

 

 

My first problem is that even though I configure something like this in the backpacks, going out of loadout editor and back in just completely changes everything:

  • 5 x 5.56 ammo
  • 10 tourniquet (ACE3)
  • 5 Packing Bandages (ACE3)

This gets changed to not new items, but more of the already chosen ones until it is full:

  • 16 x 5.56 ammo
  • 20 tourniquet (ACE3)
  • 18 Packing Bandages (ACE3)

 

This problem I was able to fix by saving a loadout with the Norwegian Units items I wanted, then loadout to a normal NATO unit. My unit is no longer a Norwegian Unit, but this doesn't really matter to me as I have the same gear.

 

 

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My second and unresolved problem though is that random items seems to appear in my loadout even though it doesn't appear in loadout editor. If I remove all items in uniform, vest and backpack (loadout editor) this is what is left:
  • Uniform
    • 2 x Rangefinder
    • 10 x Basic Bandage (ACE3)
    • 10 x Tourniquet (ACE3)
    • 5 x Morphine (ACE3)
  • Vest
    • 1 x Rangefinder
  • Backpack
    • 1 x Rangefinder
    • 6 x Morphine

 

The uniform is full even though no items is added in loadout editor. How is it possible to remove these items?

 

I have tried this in the units init:

this removeItemFromUniform "Rangefinder";
this removeItemFromUniform "ACE_fieldDressing";
this removeItemFromUniform "ACE_tourniquet";
this removeItemFromUniform "ACE_morphine";

This leaves me with this in the uniform:

  • 22x Basic Bandage
  • 16 x Morphine

 

So I'm back to square. The rangefinder and tourniquet dissapeared, but ArmA somehow just added more of the other items to still utilize 100% of the space in my uniform.

 

 

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I am literally pulling my hair. How can I get rid of this issue. Please please someone help me out. I'm frustrated out of my mind.
 
I am aware there is something called random "optional no randomisitation" in the "Norwegian Units" mod folder, however this doesn't fix my problem
 

 

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Fixed it! Pretty difficult way to do it, but adding this in init.sqf worked:

removeAllItems p1;
removeAllItems medic1;
removeAllItems marksman1;
removeAllItems breacher1;
removeAllItems rifleman1;
counter = 0;

// Add ACE3 single items Teamleader
p1 addItemToBackpack "ACE_surgicalKit";
p1 addItemToVest "ACE_MapTools";
p1 addItemToVest "ACE_EarPlugs";
p1 addItemToBackpack "ACE_Flashlight_XL50";
p1 addItemToVest "ACE_CableTie";

// Add ACE3 single items Medic
medic1 addItemToBackpack "ACE_surgicalKit";
medic1 addItemToVest "ACE_MapTools";
medic1 addItemToVest "ACE_EarPlugs";
medic1 addItemToBackpack "ACE_Flashlight_XL50";
medic1 addItemToVest "ACE_CableTie";

// Add ACE3 single items Marksman
marksman1 addItemToBackpack "ACE_Tripod";
marksman1 addItemToVest "ACE_MapTools";
marksman1 addItemToVest "ACE_EarPlugs";
marksman1 addItemToVest "ACE_epinephrine";
marksman1 addItemToVest "ACE_tourniquet";
marksman1 addItemToBackpack "ACE_Flashlight_XL50";
marksman1 addItemToVest "ACE_CableTie";

// Add ACE3 single items Rifleman
rifleman1 addItemToVest "ACE_MapTools";
rifleman1 addItemToVest "ACE_EarPlugs";
rifleman1 addItemToVest "ACE_epinephrine";
rifleman1 addItemToVest "ACE_tourniquet";
rifleman1 addItemToBackpack "ACE_Flashlight_XL50";
rifleman1 addItemToVest "ACE_CableTie";

// Add ACE3 single items Breacher
breacher1 addItemToVest "ACE_MapTools";
breacher1 addItemToVest "ACE_EarPlugs";
breacher1 addItemToVest "ACE_epinephrine";
breacher1 addItemToVest "ACE_tourniquet";
breacher1 addItemToBackpack "ACE_Flashlight_XL50";
breacher1 addItemToVest "ACE_CableTie";
breacher1 addItemToBackpack "ACE_Clacker";

while {counter < 15} do
{
	if (counter < 5) then
	{
		// Teamleader
		p1 addItemToUniform "ACE_morphine";
		p1 addItemToVest "ACE_tourniquet";
		p1 addItemToBackpack "ACE_salineIV_500";
		p1 addItemToVest "ACE_epinephrine";
		p1 addItemToVest "ACE_atropine";
		
		// Medic
		medic1 addItemToUniform "ACE_morphine";
		medic1 addItemToVest "ACE_tourniquet";
		medic1 addItemToBackpack "ACE_salineIV_500";
		medic1 addItemToVest "ACE_epinephrine";
		medic1 addItemToVest "ACE_atropine";
		
		// Marksman
		marksman1 addItemToUniform "ACE_morphine";
		
		// Rifleman
		rifleman1 addItemToUniform "ACE_morphine";
		
		// Breacher
		breacher1 addItemToUniform "ACE_morphine";
		
	};
	
	// Teamleader
	p1 addItemToUniform "ACE_fieldDressing";
	p1 addItemToUniform "ACE_elasticBandage";
	p1 addItemToVest "ACE_quikclot";
	p1 addItemToVest "ACE_packingBandage";
	
	// Medic
	medic1 addItemToUniform "ACE_fieldDressing";
	medic1 addItemToUniform "ACE_elasticBandage";
	medic1 addItemToVest "ACE_quikclot";
	medic1 addItemToVest "ACE_packingBandage";
	
	// Marksman
	marksman1 addItemToUniform "ACE_fieldDressing";
	
	// Rifleman
	rifleman1 addItemToUniform "ACE_fieldDressing";
	
	// Breacher
	breacher1 addItemToUniform "ACE_fieldDressing";
	
	counter = counter + 1;
};

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Yeah there are a few good answers for ya as you learn more.

Several things to consider:

The Norwegian units probably have load outs preconfigured with their character, so yes going into the editor and loading a character it gets its default load out every time.

Great job fixing your issues with the load outs above

Ace uses some classnames from arma 3 and converts them, for example an arma 3 first aid kit when used with ace becomes 3 ace medical items.

Good luck on your future projects, I'm creating a community for communities this year and a lot of good minds are popping in, you are more than welcome to join our public discord

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