beno_83au 1362 Posted April 28, 2018 Hello, I'm trying to return the armour level of the player's vest to be displayed in a scripted custom HUD, but after looking through the config values for a couple of different vests I haven't been able to find what entry it is under (any value that might have been obvious ended up being the same between different vests). Does anyone know how I can get this? Thanks. Share this post Link to post Share on other sites
Grumpy Old Man 3540 Posted April 28, 2018 1 hour ago, beno_83au said: Hello, I'm trying to return the armour level of the player's vest to be displayed in a scripted custom HUD, but after looking through the config values for a couple of different vests I haven't been able to find what entry it is under (any value that might have been obvious ended up being the same between different vests). Does anyone know how I can get this? Thanks. This one's not quite easy, there's multiple protection values for a vest, take the "V_EOD_base_F" as example: _vest = "V_EOD_base_F"; _protectedSelections = "isClass _x" configClasses (configfile >> "CfgWeapons" >> _vest >> "ItemInfo" >> "HitpointsProtectionInfo") apply {configName _x}; _totalArmor = 0; _totalPassThrough = 0; _selectionArmors = []; _protectedSelections apply { _selectionArmor = getNumber (configfile >> "CfgWeapons" >> _vest >> "ItemInfo" >> "HitpointsProtectionInfo" >> _x >> "armor"); _selectionPassThrough = getNumber (configfile >> "CfgWeapons" >> _vest >> "ItemInfo" >> "HitpointsProtectionInfo" >> _x >> "passThrough");//passThrouugh value, in case you need it _totalArmor = _totalArmor + _selectionArmor; _selectionArmors pushBack [_x,_selectionArmor]; }; systemchat format ["Vest: %1",_vest]; systemchat format ["Protects: %1",_selectionArmors]; systemchat format ["Total Armor: %1",_totalArmor]; //prints: Vest: "V_EOD_base_F" Protects: [["Neck",8],["Arms",8],["Chest",78],["Diaphragm",78],["Abdomen",16],["Pelvis",16],["Body",0]] Total Armor: 204 Quite a few heaps to go through, should get you started anyway, heh. Cheers 2 3 Share this post Link to post Share on other sites
beno_83au 1362 Posted April 28, 2018 8 minutes ago, Grumpy Old Man said: heh Heh indeed. Although i was only after the displayed level (I,II,III,etc) i can add these values together and run them through a switch to return a predefined value of my own, which may be preferable anyway because I'm working outside the normal/realistic scope of vest protection (i.e. with Ryans zombies, which seem to ignore vests). Yeah, that's another part of the project i can customise Thanks. 1 Share this post Link to post Share on other sites