sprucewaine 1 Posted July 31, 2017 I need help setting up roles and classes. I still keep getting an error that the roles are not loading up, and so its switching to the default. Things I've tried V Spoiler class CfgRespawnInventory { class CfgRoles { class Test { displayName = "Test"; icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa"; }; }; class WEST1 { displayName = "Light"; // 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_MXC_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_B_CombatUniform_mcam_tshirt"; backpack = "B_AssaultPack_mcamo"; }; class WEST2 { // Alternative configuration pointing to a CfgVehicles class. Loadout will be copied from it. vehicle = "B_soldier_AR_F" }; }; class CfgRespawnInventory { class WEST1 { displayName = "Light"; // 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_MXC_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_B_CombatUniform_mcam_tshirt"; backpack = "B_AssaultPack_mcamo"; }; class WEST2 { // Alternative configuration pointing to a CfgVehicles class. Loadout will be copied from it. vehicle = "B_soldier_AR_F" }; }; class CfgRoles { class Test { displayName = "Test"; icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa"; }; }; https://community.bistudio.com/wiki/Arma_3_Respawn:_New_Respawn_Screen And the only thing in my mission init is ... [missionNamespace,["WEST1",5,10]] call BIS_fnc_addRespawnInventory; Share this post Link to post Share on other sites
pierremgi 4906 Posted July 31, 2017 what error? Can you copy paste the lines from rpt files (error)? Share this post Link to post Share on other sites
sprucewaine 1 Posted July 31, 2017 50 minutes ago, pierremgi said: what error? Can you copy paste the lines from rpt files (error)? It just says role not defined. There are no errors, Or well is the orange writing at the bottom an actual error? Because that is all its telling me. Share this post Link to post Share on other sites
pierremgi 4906 Posted July 31, 2017 OK, Try with cfgRoles apart, not included in cfgRespawnInventory. (Two different classes. CfgRoles is not a sub class). cfgRoles then cfgRespawnInventoriy Share this post Link to post Share on other sites
sprucewaine 1 Posted July 31, 2017 57 minutes ago, pierremgi said: OK, Try with cfgRoles apart, not included in cfgRespawnInventory. (Two different classes. CfgRoles is not a sub class). cfgRoles then cfgRespawnInventoriy I should of separated the blocks of code, but anyway ive tried loading cfgRoles before the cfgRespawnInventory. But yes, running them as two separate classes doesn't work either. Share this post Link to post Share on other sites
sprucewaine 1 Posted July 31, 2017 I changed the name to Description.ext... notice the capital D. But now i get errors that im missing a ; on the first line of my init.sqf. I only have one line of code in there, and its [missionNamespace,["WEST1",5,10]] call BIS_fnc_addRespawnInventory; Share this post Link to post Share on other sites
HallyG 239 Posted July 31, 2017 This worked for me after quickly testing: description.ext Spoiler class CfgRoles { class Test { displayName = "Test"; icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa"; }; }; class CfgRespawnInventory { class WEST1 { displayName = "Light"; // 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_MXC_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_B_CombatUniform_mcam_tshirt"; backpack = "B_AssaultPack_mcamo"; }; class WEST2 { // Alternative configuration pointing to a CfgVehicles class. Loadout will be copied from it. vehicle = "B_soldier_AR_F" }; }; init.sqf Spoiler [missionNamespace, ["WEST1", 5, 10]] call BIS_fnc_addRespawnInventory; [missionNamespace, ["WEST2", 5, 10]] call BIS_fnc_addRespawnInventory; And then, the respawn settings I was testing with: respawn = 2; respawnOnStart = 1; respawnDelay = 30; respawnTemplates[] = {"MenuInventory","MenuPosition"}; Share this post Link to post Share on other sites
sprucewaine 1 Posted July 31, 2017 3 minutes ago, HallyG said: This worked for me after quickly testing: description.ext Hide contents class CfgRoles { class Test { displayName = "Test"; icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa"; }; }; class CfgRespawnInventory { class WEST1 { displayName = "Light"; // 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_MXC_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_B_CombatUniform_mcam_tshirt"; backpack = "B_AssaultPack_mcamo"; }; class WEST2 { // Alternative configuration pointing to a CfgVehicles class. Loadout will be copied from it. vehicle = "B_soldier_AR_F" }; }; init.sqf Hide contents [missionNamespace, ["WEST1", 5, 10]] call BIS_fnc_addRespawnInventory; [missionNamespace, ["WEST2", 5, 10]] call BIS_fnc_addRespawnInventory; And then, the respawn settings I was testing with: respawn = 2; respawnOnStart = 1; respawnDelay = 30; respawnTemplates[] = {"MenuInventory","MenuPosition"}; Alrighty, well i just copied your setting and now its working. Thanks, i was plugging in all the settings through the Eden editor. Share this post Link to post Share on other sites
sprucewaine 1 Posted July 31, 2017 Hey is there a way to give the load outs you have assigned with (vehicle = "blah"), a custom role? apparently adding ( role = "test" ) doesn't move the machine gunner to test. Share this post Link to post Share on other sites
HallyG 239 Posted July 31, 2017 (edited) I think the most important part is having "MenuInventory" in the respawnTemplates array. I don't think so, I believe it is either or since it copies the loadout from cfgVehicles. Edited July 31, 2017 by HallyG Share this post Link to post Share on other sites
sprucewaine 1 Posted July 31, 2017 Well so i have automated the pulling of vehicle classes from groups.... This in your init puts every infantry unit from the U S army into one role. configs = [ (configFile >> "CfgGroups" >> "Indep" >> "LIB_US_ARMY" >> "Infantry"), 1, false ] call BIS_fnc_returnChildren select {inheritsFrom _x isEqualTo (configFile >> "Man")}; loadouts = []; {loadouts pushBack getText (_x >> 'vehicle')} forEach configs; publicVariable "loadouts"; { [resistance,[_x]] call BIS_fnc_addRespawnInventory; } forEach loadouts; I would very much like to at least give different factions different roles. IF i were to add more infantry groups, then they would all be under the same role, and under the same name. Which i think we can all agree, is less ideal than just going through every config and copying their loadout by hand. Share this post Link to post Share on other sites