stuguy 15 Posted February 5, 2017 you can also add more cases obviously. Like if you want a heavy weapons team or something. If you want a bunch of rifleman, but one of each of the specialists, then riflemen can use case default and default will execute for all cases that aren't being handled manually. Like the code I sent you way above with the default case. Should you have had a squad leader, grenadier, medic, marksman, and AT soldier, the default case could have been a standard rifleman, and however many extra men in the squad you had would have been riflemen, assuming you didn't handle case # for the position of the current index. 1 Share this post Link to post Share on other sites
BlacKnightBK 47 Posted February 5, 2017 2 minutes ago, stuguy said: you can also add more cases obviously. Like if you want a heavy weapons team or something. If you want a bunch of rifleman, but one of each of the specialists, then riflemen can use case default and default will execute for all cases that aren't being handled manually. Like the code I sent you way above with the default case. Should you have had a squad leader, grenadier, medic, marksman, and AT soldier, the default case could have been a standard rifleman, and however many extra men in the squad you had would have been riflemen, assuming you didn't handle case # for the position of the current index. Thanks @stuguy, you can't believe how much easier you just made my life. Can't thank you enough. I definitely have to put your name in the credit's section. Would you like it same as here or something different :D Share this post Link to post Share on other sites
stuguy 15 Posted February 5, 2017 Just now, BlacKnightBK said: I definitely have to put your name in the credit's section. Would you like it same as here or something different :D stuguy is fine. Glad I could help. Enjoy :) 1 Share this post Link to post Share on other sites
BlacKnightBK 47 Posted February 5, 2017 1 minute ago, stuguy said: stuguy is fine. Glad I could help. Enjoy :) i definitely am. Man this is so much better and fun than those c++ assignments i had that my professor wouldn't even bother looking at because he knows i did it right. Used to bug me so much. At least now i am doing something people will be using and giving me feedback so i can keep on making it better Share this post Link to post Share on other sites
BlacKnightBK 47 Posted February 5, 2017 58 minutes ago, stuguy said: { _grp = _x _grp = createGroup east; { switch(_forEachIndex) do { case 0 : {}; case 1 : {}; case 2 : {}; case 3 : {}; case 4 : {}; case 5 : {}; default : {}; }; }|#|forEach _x; _x set [_forEachIndex, _grp]; }forEach _groupArray; Hey stuguy, i have teeny problem with the code, hope you can help http://steamcommunity.com/sharedfiles/filedetails/?id=857900413 Share this post Link to post Share on other sites
BlacKnightBK 47 Posted February 6, 2017 @stuguy Hey buddy as much as I would still love to know why this error exists, while trying to fix it i remembered something. I will be using these loadouts in multiple missions and not just one, so I have decided to create every squad in a separate file and use the ExecVM to create them in the mission. This way I do not have to create the AIs in every mission file. I am guessing the way to do this is save the mission location in a global variable and that will be used to spawn the units every time the file is executed. I haven't done this yet, just starting on it however I hope i am right :P Share this post Link to post Share on other sites
serena 150 Posted February 6, 2017 Fn_Gear_Clear = { private _obj = _this; if (_obj isKindOf "Man") then { removeGoggles _obj; removeHeadgear _obj; removeAllWeapons _obj; removeAllContainers _obj; removeAllAssignedItems _obj} else { clearBackpackCargo _obj; clearMagazineCargo _obj; clearWeaponCargo _obj; clearItemCargo _obj} }; //Usage: _unitOrVehicleOrAmmoBox call Fn_Gear_Clear; Share this post Link to post Share on other sites
BlacKnightBK 47 Posted February 6, 2017 54 minutes ago, serena said: Fn_Gear_Clear = { private _obj = _this; if (_obj isKindOf "Man") then { removeGoggles _obj; removeHeadgear _obj; removeAllWeapons _obj; removeAllContainers _obj; removeAllAssignedItems _obj} else { clearBackpackCargo _obj; clearMagazineCargo _obj; clearWeaponCargo _obj; clearItemCargo _obj} }; //Usage: _unitOrVehicleOrAmmoBox call Fn_Gear_Clear; Thanks @serena Share this post Link to post Share on other sites