Violt 2 Posted April 29, 2018 Hey guys, i'm working on a mission. But i want to have multiple types of roles and types of loadouts that you can choose within the roles. I am using the standard Arma 3 Respawn Menu. Anyone knows how to do this? Thanks! Share this post Link to post Share on other sites
Floof 57 Posted April 29, 2018 Everything u need is here. Define roles & respawn inventories in description.ext and you're done. Add to units/sides/groups with this. It's pretty simple. edit: wrong link xd Share this post Link to post Share on other sites
Violt 2 Posted April 29, 2018 1 hour ago, Floof said: Everything u need is here. Define roles & respawn inventories in description.ext and you're done. Add to units/sides/groups with this. It's pretty simple. Can't really get it to work. I have multiple respawns and i want players to be able to select them not to random respawn on them. Share this post Link to post Share on other sites
Grumpy Old Man 3546 Posted April 29, 2018 21 minutes ago, Violt said: Can't really get it to work. I have multiple respawns and i want players to be able to select them not to random respawn on them. The info on how to do this is on the wiki page linked by @Floof. If you can't get it to work post a snippet of what doesn't work. Cheers Share this post Link to post Share on other sites
Violt 2 Posted May 3, 2018 On 4/29/2018 at 2:11 PM, Grumpy Old Man said: The info on how to do this is on the wiki page linked by @Floof. If you can't get it to work post a snippet of what doesn't work. Cheers I have no idea what to do tbh. Here's my mission atm. What do i need to add and where? https://drive.google.com/drive/folders/12YMAsAiVKdt4uaCjmVWzo7xmKlG8X7gc?usp=sharing Share this post Link to post Share on other sites
Harzach 2517 Posted May 9, 2018 On 5/3/2018 at 12:59 PM, Violt said: I have no idea what to do tbh. Here's my mission atm. What do i need to add and where? https://drive.google.com/drive/folders/12YMAsAiVKdt4uaCjmVWzo7xmKlG8X7gc?usp=sharing You built that mission yet have no idea what to do? Share this post Link to post Share on other sites
Grumpy Old Man 3546 Posted May 9, 2018 9 minutes ago, Harzach said: You built that mission yet have no idea what to do? Well he's execVMing empty .sqf files from the init.sqf and doing stuff like "for '_i' from 0 to 1 step 0 do", so there's that. Most likely in way over his head, heh. @Violt Does your mission absolutely need this kind of functionality? If you're new to arma scripting it's better to take small, simple steps to reach your goal. Nothing wrong with loadout selection during mission runtime. Cheers 2 Share this post Link to post Share on other sites
Violt 2 Posted May 11, 2018 On 5/9/2018 at 7:05 PM, Grumpy Old Man said: Well he's execVMing empty .sqf files from the init.sqf and doing stuff like "for '_i' from 0 to 1 step 0 do", so there's that. Most likely in way over his head, heh. @Violt Does your mission absolutely need this kind of functionality? If you're new to arma scripting it's better to take small, simple steps to reach your goal. Nothing wrong with loadout selection during mission runtime. Cheers Yes it does need the system. Share this post Link to post Share on other sites
Violt 2 Posted May 11, 2018 i only haven't implemented the Respawn loadouts yet. Thats why i bumped. i have no idea of what i am doing wrong Share this post Link to post Share on other sites
Violt 2 Posted May 11, 2018 On 9-5-2018 at 7:05 PM, Grumpy Old Man said: Well he's execVMing empty .sqf files from the init.sqf and doing stuff like "for '_i' from 0 to 1 step 0 do", so there's that. Most likely in way over his head, heh. @Violt Does your mission absolutely need this kind of functionality? If you're new to arma scripting it's better to take small, simple steps to reach your goal. Nothing wrong with loadout selection during mission runtime. Cheers The reason why i need the respawn menu with the loadout is for the player to select their rank. And if you are an let say an lt you are able to call in attilery strikes. You won’t as a recruit. The code to select a rank depending on the loadout role you select is already made and should work. If this doesn’t work i need to find another wat for the player to be able to select their rank. Share this post Link to post Share on other sites
Grumpy Old Man 3546 Posted May 12, 2018 5 hours ago, Violt said: i only haven't implemented the Respawn loadouts yet. Thats why i bumped. i have no idea of what i am doing wrong So it doesn't work but you haven't implemented it yet? 5 hours ago, Violt said: The reason why i need the respawn menu with the loadout is for the player to select their rank. And if you are an let say an lt you are able to call in attilery strikes. You won’t as a recruit. The code to select a rank depending on the loadout role you select is already made and should work. If this doesn’t work i need to find another wat for the player to be able to select their rank. And this selection absolutely has to happen during respawn? Again if I understood this right, you made the code and it should work but you only state what to you're doing if it doesn't work. How about stating what exactly doesn't work? Does it work from debug console? Does it work in SP but not in MP/dedicated? The mission you linked to has no single file pointing to something like a custom reload script, initPlayerLocal.sqf and onPlayerRespawn.sqf are both empty. If you need someone to make the script for you you'll better post in a more appropriate forum. Cheers Share this post Link to post Share on other sites
Violt 2 Posted May 12, 2018 5 hours ago, Grumpy Old Man said: So it doesn't work but you haven't implemented it yet? And this selection absolutely has to happen during respawn? Again if I understood this right, you made the code and it should work but you only state what to you're doing if it doesn't work. How about stating what exactly doesn't work? Does it work from debug console? Does it work in SP but not in MP/dedicated? The mission you linked to has no single file pointing to something like a custom reload script, initPlayerLocal.sqf and onPlayerRespawn.sqf are both empty. If you need someone to make the script for you you'll better post in a more appropriate forum. Cheers With not implemented yet i mean not working yet. So that feature is not in the mission yet. I just need to know step by step what i need to do. As the link you sended me isn't giving me enough help. Share this post Link to post Share on other sites
Grumpy Old Man 3546 Posted May 12, 2018 12 minutes ago, Violt said: With not implemented yet i mean not working yet. So that feature is not in the mission yet. I just need to know step by step what i need to do. As the link you sended me isn't giving me enough help. Well the mission you posted might as well be a default mission template with most of the files being empty. @Floof already posted the wiki containing all needed info on how to implement a respawn system with multiple selectable positions. If this is over your head you can ask someone to script it for you, hence my link to the find or offer editing forum. Maybe I misunderstood but what exactly was the purpose of uploading the mission, if the stuff you need help with isn't even in the mission? Cheers Share this post Link to post Share on other sites
Violt 2 Posted May 12, 2018 11 hours ago, Grumpy Old Man said: Well the mission you posted might as well be a default mission template with most of the files being empty. @Floof already posted the wiki containing all needed info on how to implement a respawn system with multiple selectable positions. If this is over your head you can ask someone to script it for you, hence my link to the find or offer editing forum. Maybe I misunderstood but what exactly was the purpose of uploading the mission, if the stuff you need help with isn't even in the mission? Cheers Hey i got it to work atleast the loadout. But now i can't choose where to spawn. What do i do? I was able to choose to respawn at first. Share this post Link to post Share on other sites
Violt 2 Posted May 13, 2018 On 5/12/2018 at 1:45 PM, Grumpy Old Man said: Well the mission you posted might as well be a default mission template with most of the files being empty. @Floof already posted the wiki containing all needed info on how to implement a respawn system with multiple selectable positions. If this is over your head you can ask someone to script it for you, hence my link to the find or offer editing forum. Maybe I misunderstood but what exactly was the purpose of uploading the mission, if the stuff you need help with isn't even in the mission? Cheers Hello again, I have my respawn points back. And i have 1 loadout but thats the standard units loadout and not the one that is in my class CfgRespawnInventory Could you please help me? Share this post Link to post Share on other sites
FallujahMedic -FM- 867 Posted May 13, 2018 "Give a man a fish and you feed him for a day; teach a man to fish and you feed him for a lifetime" Others HAVE been offering help. What they will NOT do is make your mission for you. Please take the time to read through the Wiki and resources like Gunter's . Additionally, please take advantage of the 17 or so years of combined knowledge here on the forums. Read the posts, frequently refer to the wiki and suitable for most questions, use your favourite search engine. All of this is preferable to making multiple posts/threads. Thanks 1 Share this post Link to post Share on other sites
Violt 2 Posted May 13, 2018 Found out for this to work. It took me about 1 hour searching on google and it finally worked. I'm pretty new to scripting so i do not understand everything. Share this post Link to post Share on other sites
alphaBroMega 4 Posted September 7, 2019 For anyone who stumbles accross this thread and wonders, jesus... Will anyone just throw up an easy simple answer and move on. Here it is: in your description.ext copy and paste the section under "CfgRespawnInventory" via this page: https://community.bistudio.com/wiki/Description.ext ALSO copy and paste this into your init.sqf [west, "Blufor1"] call BIS_fnc_addRespawnInventory; found here: https://community.bistudio.com/wiki/BIS_fnc_addRespawnInventory *Notice that the [west, "Blufor1"] call BIS_fnc_addRespawnInventory; class CfgRespawnInventory { class Blufor1 { in the description.ext ... you are defining the class Bulfor1 in the inti.sqf and calling it via the description.ext -Happing coding everyone 1 3 Share this post Link to post Share on other sites
ANZACSAS Steven 395 Posted September 1, 2020 This code returns a no role present error. Share this post Link to post Share on other sites
Solidsnacks 10 Posted September 6, 2020 Alright. Let's cut the shit and keep this simple. 1. Open the editor and choose a map of your choice. 2. Place a marker. Right-click the marker and select "Attributes" . In the following menu type "respawn_West" (without the quotation marks) in the "Variable Name" field. 3. Place a "BLUFOR" unit. It will be playable by default, but you can also go into its attributes and ensure that it is playable under the "Object: Control" tab. (You can select any unit type you like, but it's simpler to select from the "Men" category. 4. Paste the following into your Description.ext. Spoiler respawn = 3; respawnDelay = 15; respawnOnStart = 1; respawnDialog = 1; respawnTemplates[] = {"MenuPosition", "MenuInventory", "Tickets"}; dev = "SolidSnacks"; briefingName = ""; author = "SolidSnacks"; overviewPicture = "a3\Missions_F\data\img\MP_COOP_m01_overview_CA.paa"; overviewText = ""; onLoadName = ""; onLoadMission = ""; loadScreen = "\a3\missions_f\data\img\mp_coop_m01_overview_ca.paa"; onLoadIntro = ""; onLoadMissionTime = 1; onLoadIntroTime = 1; disabledAI = 1; // Player loadouts class CfgRoles { class Assault { displayName = "Assault"; icon = "a3\missions_f_exp\data\img\classes\assault_ca.paa"; }; class Support { displayName = "Support"; icon = "\A3\Ui_f\data\igui\Cfg\WeaponIcons\mg_ca.paa"; }; class Demolitions { displayName = "Demolitions"; icon = "\A3\ui_f\data\igui\cfg\simpleTasks\types\destroy_ca.paa"; }; class Sniper { displayName = "Sniper"; icon = "a3\missions_f_exp\data\img\classes\recon_ca.paa"; }; }; class CfgRespawnInventory { //******************* // Assault equipment //******************* class A { displayName = "Rifleman"; // Name visible in the menu icon = "a3\missions_f_exp\data\img\classes\assault_ca.paa"; // Icon displayed next to the name role = "Assault"; // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "arifle_SPAR_02_BLK_F", "hgun_P07_F", "Rangefinder" }; magazines[] = { "30Rnd_556x45_Stanag_Red", "16Rnd_9x21_red_Mag" }; items[] = { "30Rnd_556x45_Stanag_Red", "30Rnd_556x45_Stanag_Red", "30Rnd_556x45_Stanag_Red", "30Rnd_556x45_Stanag_Red", "30Rnd_556x45_Stanag_Red", "30Rnd_556x45_Stanag_Red", "30Rnd_556x45_Stanag_Red", "30Rnd_556x45_Stanag_Red", "30Rnd_556x45_Stanag_Red", "16Rnd_9x21_red_Mag", "16Rnd_9x21_red_Mag", "HandGrenade", "HandGrenade", "SmokeShell", "SmokeShell", "SmokeShellYellow", "SmokeShellRed", "ACC_flashlight" }; linkedItems[] = { "V_PlateCarrier1_rgr", "H_HelmetB_light_snakeskin", "NVGogglesB_blk_F", "Optic_HAMR", "Muzzle_snds_M", "ACC_Pointer_IR", "ItemMap", "ItemGPS", "ItemCompass", "ItemWatch", "ItemRadio" }; uniformClass = "U_B_CombatUniform_mcam"; backpack = "B_AssaultPack_rgr"; }; class A1 { displayName = "Rifleman(UGL)"; icon = "a3\missions_f_exp\data\img\classes\assault_ca.paa"; role = "Assault"; weapons[] = { "arifle_SPAR_01_GL_BLK_F", "hgun_P07_F", "Rangefinder" }; magazines[] = { "30Rnd_556x45_Stanag_Red", "1Rnd_HE_Grenade_shell", "16Rnd_9x21_red_Mag" }; items[] = { "30Rnd_556x45_Stanag_Red", "30Rnd_556x45_Stanag_Red", "30Rnd_556x45_Stanag_Red", "30Rnd_556x45_Stanag_Red", "30Rnd_556x45_Stanag_Red", "30Rnd_556x45_Stanag_Red", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_Smoke_Grenade_shell", "1Rnd_Smoke_Grenade_shell", "1Rnd_Smoke_Grenade_shell", "1Rnd_Smoke_Grenade_shell", "UGL_FlareWhite_F", "UGL_FlareWhite_F", "UGL_FlareWhite_F", "UGL_FlareWhite_F", "HandGrenade", "HandGrenade", "ACC_flashlight" }; linkedItems[] = { "V_PlateCarrier1_rgr", "H_HelmetB_light_snakeskin", "NVGogglesB_blk_F", "Optic_holosight_blk_F", "Muzzle_snds_M", "ACC_Pointer_IR", "ItemMap", "ItemGPS", "ItemCompass", "ItemWatch", "ItemRadio" }; uniformClass = "U_B_CombatUniform_mcam"; backpack = "B_assaultpack_rgr"; }; class A2 { displayName = "Rifleman (Medic)"; icon = "a3\missions_f_exp\data\img\classes\assault_ca.paa"; role = "Assault"; weapons[] = { "arifle_SPAR_01_BLK_F", "Rangefinder" }; magazines[] = { "30Rnd_556x45_Stanag_Red" }; items[] = { "30Rnd_556x45_Stanag_Red", "30Rnd_556x45_Stanag_Red", "30Rnd_556x45_Stanag_Red", "30Rnd_556x45_Stanag_Red", "30Rnd_556x45_Stanag_Red", "30Rnd_556x45_Stanag_Red", "HandGrenade", "HandGrenade", "FirstAidKit", "FirstAidKit", "FirstAidKit", "FirstAidKit", "FirstAidKit", "FirstAidKit", "FirstAidKit", "FirstAidKit", "Medikit", "ACC_flashlight" }; linkedItems[] = { "V_PlateCarrier1_rgr", "H_HelmetB_light_snakeskin", "NVGogglesB_blk_F", "Optic_holosight_blk_F", "Muzzle_snds_M", "ACC_Pointer_IR", "ItemMap", "ItemGPS", "ItemCompass", "ItemWatch", "ItemRadio" }; uniformClass = "U_B_CombatUniform_mcam"; backpack = "B_Assaultpack_rgr"; }; class SP { displayName = "Automatic Rifleman"; // Name visible in the menu icon = "a3\missions_f_exp\data\img\classes\support_ca.paa"; // Icon displayed next to the name role = "Support"; // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "LMG_03_F", "Rangefinder" }; magazines[] = { "200Rnd_556x45_Box_Red_F" }; items[] = { "200Rnd_556x45_Box_Red_F", "200Rnd_556x45_Box_Red_F", "HandGrenade", "HandGrenade", "ACC_flashlight" }; linkedItems[] = { "V_PlateCarrier1_rgr", "H_HelmetB_light_snakeskin", "NVGogglesB_blk_F", "Optic_holosight_blk_F", "ACC_Pointer_IR", "ItemMap", "ItemGPS", "ItemCompass", "ItemWatch", "ItemRadio" }; uniformClass = "U_B_CombatUniform_mcam"; backpack = "B_Assaultpack_rgr"; }; class SP1 { displayName = "Automatic Rifleman (Extra Ammo)"; // Name visible in the menu icon = "a3\missions_f_exp\data\img\classes\support_ca.paa"; // Icon displayed next to the name role = "Support"; // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "LMG_03_F", "Rangefinder" }; magazines[] = { "200Rnd_556x45_Box_Red_F" }; items[] = { "200Rnd_556x45_Box_Red_F", "200Rnd_556x45_Box_Red_F", "200Rnd_556x45_Box_Red_F", "200Rnd_556x45_Box_Red_F", "HandGrenade", "HandGrenade", "ACC_flashlight" }; linkedItems[] = { "V_PlateCarrier1_rgr", "H_HelmetB_light_snakeskin", "NVGogglesB_blk_F", "Optic_holosight_blk_F", "ACC_Pointer_IR", "ItemMap", "ItemGPS", "ItemCompass", "ItemWatch", "ItemRadio" }; uniformClass = "U_B_CombatUniform_mcam"; backpack = "B_Assaultpack_rgr"; }; class D { displayName = "Combat Engineer"; // Name visible in the menu icon = "\A3\ui_f\data\igui\cfg\simpleTasks\types\destroy_ca.paaS"; // Icon displayed next to the name role = "Demolitions"; // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "arifle_SPAR_01_BLK_F", "Rangefinder" }; magazines[] = { "30Rnd_556x45_Stanag_red" }; items[] = { "30Rnd_556x45_Stanag_red", "30Rnd_556x45_Stanag_red", "30Rnd_556x45_Stanag_red", "30Rnd_556x45_Stanag_red", "30Rnd_556x45_Stanag_red", "30Rnd_556x45_Stanag_red", "HandGrenade", "HandGrenade", "DemoCharge_remote_mag", "DemoCharge_remote_mag", "SatchelCharge_remote_mag", "Toolkit", "ACC_flashlight" }; linkedItems[] = { "V_PlateCarrier1_rgr", "H_HelmetB_light_snakeskin", "NVGogglesB_blk_F", "Muzzle_snds_M", "Optic_holosight_blk_F", "ACC_Pointer_IR", "ItemMap", "ItemGPS", "ItemCompass", "ItemWatch", "ItemRadio" }; uniformClass = "U_B_CombatUniform_mcam"; backpack = "B_Assaultpack_rgr"; }; class D1 { displayName = "Anti-Tank Gunner"; // Name visible in the menu icon = "\A3\ui_f\data\igui\cfg\simpleTasks\types\destroy_ca.paaS"; // Icon displayed next to the name role = "Demolitions"; // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "arifle_SPAR_01_BLK_F", "launch_MRAWS_olive_rail_F", "Rangefinder" }; magazines[] = { "30Rnd_556x45_Stanag_red", "MRAWS_HEAT_F" }; items[] = { "30Rnd_556x45_Stanag_red", "30Rnd_556x45_Stanag_red", "30Rnd_556x45_Stanag_red", "30Rnd_556x45_Stanag_red", "30Rnd_556x45_Stanag_red", "30Rnd_556x45_Stanag_red", "HandGrenade", "HandGrenade", "MRAWS_HEAT_F", "MRAWS_HEAT_F", "ACC_flashlight" }; linkedItems[] = { "V_PlateCarrier1_rgr", "H_HelmetB_light_snakeskin", "NVGogglesB_blk_F", "Muzzle_snds_M", "Optic_holosight_blk_F", "ACC_Pointer_IR", "ItemMap", "ItemGPS", "ItemCompass", "ItemWatch", "ItemRadio" }; uniformClass = "U_B_CombatUniform_mcam"; backpack = "B_Assaultpack_rgr"; }; class S { displayName = "Sniper (.308 EBR)"; // Name visible in the menu icon = "a3\missions_f_exp\data\img\classes\recon_ca.paa"; // Icon displayed next to the name role = "Sniper"; // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "srifle_EBR_F", "hgun_P07_F", "Rangefinder" }; magazines[] = { "20Rnd_762x51_Mag", "16Rnd_9x21_red_Mag" }; items[] = { "20Rnd_762x51_Mag", "20Rnd_762x51_Mag", "20Rnd_762x51_Mag", "20Rnd_762x51_Mag", "20Rnd_762x51_Mag", "20Rnd_762x51_Mag", "16Rnd_9x21_red_Mag", "16Rnd_9x21_red_Mag", "HandGrenade", "HandGrenade", "ClaymoreDirectionalMine_Remote_Mag", "ClaymoreDirectionalMine_Remote_Mag", "optic_TWS", "ACC_flashlight" }; linkedItems[] = { "V_Chestrig_oli", "NVGogglesB_blk_F", "ACC_Pointer_IR", "optic_AMS", "bipod_01_F_blk", "ItemMap", "ItemGPS", "ItemCompass", "ItemWatch", "ItemRadio" }; uniformClass = "U_B_GhillieSuit"; }; class S1 { displayName = "Sniper (.408 CheyTac)"; // Name visible in the menu icon = ""; // Icon displayed next to the name role = "Sniper"; // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "srifle_LRR_LRPS_F", "hgun_P07_F", "Rangefinder" }; magazines[] = { "7Rnd_408_Mag", "16Rnd_9x21_red_Mag" }; items[] = { "7Rnd_408_Mag", "7Rnd_408_Mag", "7Rnd_408_Mag", "7Rnd_408_Mag", "7Rnd_408_Mag", "7Rnd_408_Mag", "16Rnd_9x21_red_Mag", "16Rnd_9x21_red_Mag", "HandGrenade", "HandGrenade", "ClaymoreDirectionalMine_Remote_Mag", "ClaymoreDirectionalMine_Remote_Mag", "optic_TWS", "ACC_flashlight" }; linkedItems[] = { "NVGogglesB_blk_F", "V_Chestrig_oli", "ACC_Pointer_IR", "optic_LRPS", "ItemMap", "ItemGPS", "ItemCompass", "ItemWatch", "ItemRadio" }; uniformClass = "U_B_GhillieSuit"; }; }; 5. Paste the following into a file named initPlayerLocal.sqf Spoiler [player, 3] call BIS_fnc_respawnTickets; [player, "A"] call BIS_fnc_addRespawnInventory; [player, "A1"] call BIS_fnc_addRespawnInventory; [player, "A2"] call BIS_fnc_addRespawnInventory; [player, "SP"] call BIS_fnc_addRespawnInventory; [player, "SP1"] call BIS_fnc_addRespawnInventory; [player, ["D"] call BIS_fnc_addRespawnInventory; [player, "D1"] call BIS_fnc_addRespawnInventory; [player, "S"] call BIS_fnc_addRespawnInventory; [player, "S1"] call BIS_fnc_addRespawnInventory; 6. Test the mission by hosting a local server (LAN). This will give you a Multiplayer Respawn menu with four "Roles", and a variety of "Loadouts". You can go into the "Description.ext" and tinker around with the various "Loadouts" and add or remove them via the "initPlayerLocal.sqf" file. Like some have mentioned; You will need to do your homework if you want to get the results you're looking for. I recommend reading everything you can on the following links and try to understand how they are connected to each other. Arma 3 Respawn Description.ext Share this post Link to post Share on other sites
ANZACSAS Steven 395 Posted September 8, 2020 I got it sorted bud.Thanks anyway. 🙂 Share this post Link to post Share on other sites
LLM777 2 Posted December 7, 2020 On 9/6/2020 at 1:07 PM, Solidsnacks said: Alright. Let's cut the shit and keep this simple. 1. Open the editor and choose a map of your choice. 2. Place a marker. Right-click the marker and select "Attributes" . In the following menu type "respawn_West" (without the quotation marks) in the "Variable Name" field. 3. Place a "BLUFOR" unit. It will be playable by default, but you can also go into its attributes and ensure that it is playable under the "Object: Control" tab. (You can select any unit type you like, but it's simpler to select from the "Men" category. 4. Paste the following into your Description.ext. Reveal hidden contents respawn = 3; respawnDelay = 15; respawnOnStart = 1; respawnDialog = 1; respawnTemplates[] = {"MenuPosition", "MenuInventory", "Tickets"}; dev = "SolidSnacks"; briefingName = ""; author = "SolidSnacks"; overviewPicture = "a3\Missions_F\data\img\MP_COOP_m01_overview_CA.paa"; overviewText = ""; onLoadName = ""; onLoadMission = ""; loadScreen = "\a3\missions_f\data\img\mp_coop_m01_overview_ca.paa"; onLoadIntro = ""; onLoadMissionTime = 1; onLoadIntroTime = 1; disabledAI = 1; // Player loadouts class CfgRoles { class Assault { displayName = "Assault"; icon = "a3\missions_f_exp\data\img\classes\assault_ca.paa"; }; class Support { displayName = "Support"; icon = "\A3\Ui_f\data\igui\Cfg\WeaponIcons\mg_ca.paa"; }; class Demolitions { displayName = "Demolitions"; icon = "\A3\ui_f\data\igui\cfg\simpleTasks\types\destroy_ca.paa"; }; class Sniper { displayName = "Sniper"; icon = "a3\missions_f_exp\data\img\classes\recon_ca.paa"; }; }; class CfgRespawnInventory { //******************* // Assault equipment //******************* class A { displayName = "Rifleman"; // Name visible in the menu icon = "a3\missions_f_exp\data\img\classes\assault_ca.paa"; // Icon displayed next to the name role = "Assault"; // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "arifle_SPAR_02_BLK_F", "hgun_P07_F", "Rangefinder" }; magazines[] = { "30Rnd_556x45_Stanag_Red", "16Rnd_9x21_red_Mag" }; items[] = { "30Rnd_556x45_Stanag_Red", "30Rnd_556x45_Stanag_Red", "30Rnd_556x45_Stanag_Red", "30Rnd_556x45_Stanag_Red", "30Rnd_556x45_Stanag_Red", "30Rnd_556x45_Stanag_Red", "30Rnd_556x45_Stanag_Red", "30Rnd_556x45_Stanag_Red", "30Rnd_556x45_Stanag_Red", "16Rnd_9x21_red_Mag", "16Rnd_9x21_red_Mag", "HandGrenade", "HandGrenade", "SmokeShell", "SmokeShell", "SmokeShellYellow", "SmokeShellRed", "ACC_flashlight" }; linkedItems[] = { "V_PlateCarrier1_rgr", "H_HelmetB_light_snakeskin", "NVGogglesB_blk_F", "Optic_HAMR", "Muzzle_snds_M", "ACC_Pointer_IR", "ItemMap", "ItemGPS", "ItemCompass", "ItemWatch", "ItemRadio" }; uniformClass = "U_B_CombatUniform_mcam"; backpack = "B_AssaultPack_rgr"; }; class A1 { displayName = "Rifleman(UGL)"; icon = "a3\missions_f_exp\data\img\classes\assault_ca.paa"; role = "Assault"; weapons[] = { "arifle_SPAR_01_GL_BLK_F", "hgun_P07_F", "Rangefinder" }; magazines[] = { "30Rnd_556x45_Stanag_Red", "1Rnd_HE_Grenade_shell", "16Rnd_9x21_red_Mag" }; items[] = { "30Rnd_556x45_Stanag_Red", "30Rnd_556x45_Stanag_Red", "30Rnd_556x45_Stanag_Red", "30Rnd_556x45_Stanag_Red", "30Rnd_556x45_Stanag_Red", "30Rnd_556x45_Stanag_Red", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_Smoke_Grenade_shell", "1Rnd_Smoke_Grenade_shell", "1Rnd_Smoke_Grenade_shell", "1Rnd_Smoke_Grenade_shell", "UGL_FlareWhite_F", "UGL_FlareWhite_F", "UGL_FlareWhite_F", "UGL_FlareWhite_F", "HandGrenade", "HandGrenade", "ACC_flashlight" }; linkedItems[] = { "V_PlateCarrier1_rgr", "H_HelmetB_light_snakeskin", "NVGogglesB_blk_F", "Optic_holosight_blk_F", "Muzzle_snds_M", "ACC_Pointer_IR", "ItemMap", "ItemGPS", "ItemCompass", "ItemWatch", "ItemRadio" }; uniformClass = "U_B_CombatUniform_mcam"; backpack = "B_assaultpack_rgr"; }; class A2 { displayName = "Rifleman (Medic)"; icon = "a3\missions_f_exp\data\img\classes\assault_ca.paa"; role = "Assault"; weapons[] = { "arifle_SPAR_01_BLK_F", "Rangefinder" }; magazines[] = { "30Rnd_556x45_Stanag_Red" }; items[] = { "30Rnd_556x45_Stanag_Red", "30Rnd_556x45_Stanag_Red", "30Rnd_556x45_Stanag_Red", "30Rnd_556x45_Stanag_Red", "30Rnd_556x45_Stanag_Red", "30Rnd_556x45_Stanag_Red", "HandGrenade", "HandGrenade", "FirstAidKit", "FirstAidKit", "FirstAidKit", "FirstAidKit", "FirstAidKit", "FirstAidKit", "FirstAidKit", "FirstAidKit", "Medikit", "ACC_flashlight" }; linkedItems[] = { "V_PlateCarrier1_rgr", "H_HelmetB_light_snakeskin", "NVGogglesB_blk_F", "Optic_holosight_blk_F", "Muzzle_snds_M", "ACC_Pointer_IR", "ItemMap", "ItemGPS", "ItemCompass", "ItemWatch", "ItemRadio" }; uniformClass = "U_B_CombatUniform_mcam"; backpack = "B_Assaultpack_rgr"; }; class SP { displayName = "Automatic Rifleman"; // Name visible in the menu icon = "a3\missions_f_exp\data\img\classes\support_ca.paa"; // Icon displayed next to the name role = "Support"; // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "LMG_03_F", "Rangefinder" }; magazines[] = { "200Rnd_556x45_Box_Red_F" }; items[] = { "200Rnd_556x45_Box_Red_F", "200Rnd_556x45_Box_Red_F", "HandGrenade", "HandGrenade", "ACC_flashlight" }; linkedItems[] = { "V_PlateCarrier1_rgr", "H_HelmetB_light_snakeskin", "NVGogglesB_blk_F", "Optic_holosight_blk_F", "ACC_Pointer_IR", "ItemMap", "ItemGPS", "ItemCompass", "ItemWatch", "ItemRadio" }; uniformClass = "U_B_CombatUniform_mcam"; backpack = "B_Assaultpack_rgr"; }; class SP1 { displayName = "Automatic Rifleman (Extra Ammo)"; // Name visible in the menu icon = "a3\missions_f_exp\data\img\classes\support_ca.paa"; // Icon displayed next to the name role = "Support"; // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "LMG_03_F", "Rangefinder" }; magazines[] = { "200Rnd_556x45_Box_Red_F" }; items[] = { "200Rnd_556x45_Box_Red_F", "200Rnd_556x45_Box_Red_F", "200Rnd_556x45_Box_Red_F", "200Rnd_556x45_Box_Red_F", "HandGrenade", "HandGrenade", "ACC_flashlight" }; linkedItems[] = { "V_PlateCarrier1_rgr", "H_HelmetB_light_snakeskin", "NVGogglesB_blk_F", "Optic_holosight_blk_F", "ACC_Pointer_IR", "ItemMap", "ItemGPS", "ItemCompass", "ItemWatch", "ItemRadio" }; uniformClass = "U_B_CombatUniform_mcam"; backpack = "B_Assaultpack_rgr"; }; class D { displayName = "Combat Engineer"; // Name visible in the menu icon = "\A3\ui_f\data\igui\cfg\simpleTasks\types\destroy_ca.paaS"; // Icon displayed next to the name role = "Demolitions"; // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "arifle_SPAR_01_BLK_F", "Rangefinder" }; magazines[] = { "30Rnd_556x45_Stanag_red" }; items[] = { "30Rnd_556x45_Stanag_red", "30Rnd_556x45_Stanag_red", "30Rnd_556x45_Stanag_red", "30Rnd_556x45_Stanag_red", "30Rnd_556x45_Stanag_red", "30Rnd_556x45_Stanag_red", "HandGrenade", "HandGrenade", "DemoCharge_remote_mag", "DemoCharge_remote_mag", "SatchelCharge_remote_mag", "Toolkit", "ACC_flashlight" }; linkedItems[] = { "V_PlateCarrier1_rgr", "H_HelmetB_light_snakeskin", "NVGogglesB_blk_F", "Muzzle_snds_M", "Optic_holosight_blk_F", "ACC_Pointer_IR", "ItemMap", "ItemGPS", "ItemCompass", "ItemWatch", "ItemRadio" }; uniformClass = "U_B_CombatUniform_mcam"; backpack = "B_Assaultpack_rgr"; }; class D1 { displayName = "Anti-Tank Gunner"; // Name visible in the menu icon = "\A3\ui_f\data\igui\cfg\simpleTasks\types\destroy_ca.paaS"; // Icon displayed next to the name role = "Demolitions"; // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "arifle_SPAR_01_BLK_F", "launch_MRAWS_olive_rail_F", "Rangefinder" }; magazines[] = { "30Rnd_556x45_Stanag_red", "MRAWS_HEAT_F" }; items[] = { "30Rnd_556x45_Stanag_red", "30Rnd_556x45_Stanag_red", "30Rnd_556x45_Stanag_red", "30Rnd_556x45_Stanag_red", "30Rnd_556x45_Stanag_red", "30Rnd_556x45_Stanag_red", "HandGrenade", "HandGrenade", "MRAWS_HEAT_F", "MRAWS_HEAT_F", "ACC_flashlight" }; linkedItems[] = { "V_PlateCarrier1_rgr", "H_HelmetB_light_snakeskin", "NVGogglesB_blk_F", "Muzzle_snds_M", "Optic_holosight_blk_F", "ACC_Pointer_IR", "ItemMap", "ItemGPS", "ItemCompass", "ItemWatch", "ItemRadio" }; uniformClass = "U_B_CombatUniform_mcam"; backpack = "B_Assaultpack_rgr"; }; class S { displayName = "Sniper (.308 EBR)"; // Name visible in the menu icon = "a3\missions_f_exp\data\img\classes\recon_ca.paa"; // Icon displayed next to the name role = "Sniper"; // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "srifle_EBR_F", "hgun_P07_F", "Rangefinder" }; magazines[] = { "20Rnd_762x51_Mag", "16Rnd_9x21_red_Mag" }; items[] = { "20Rnd_762x51_Mag", "20Rnd_762x51_Mag", "20Rnd_762x51_Mag", "20Rnd_762x51_Mag", "20Rnd_762x51_Mag", "20Rnd_762x51_Mag", "16Rnd_9x21_red_Mag", "16Rnd_9x21_red_Mag", "HandGrenade", "HandGrenade", "ClaymoreDirectionalMine_Remote_Mag", "ClaymoreDirectionalMine_Remote_Mag", "optic_TWS", "ACC_flashlight" }; linkedItems[] = { "V_Chestrig_oli", "NVGogglesB_blk_F", "ACC_Pointer_IR", "optic_AMS", "bipod_01_F_blk", "ItemMap", "ItemGPS", "ItemCompass", "ItemWatch", "ItemRadio" }; uniformClass = "U_B_GhillieSuit"; }; class S1 { displayName = "Sniper (.408 CheyTac)"; // Name visible in the menu icon = ""; // Icon displayed next to the name role = "Sniper"; // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "srifle_LRR_LRPS_F", "hgun_P07_F", "Rangefinder" }; magazines[] = { "7Rnd_408_Mag", "16Rnd_9x21_red_Mag" }; items[] = { "7Rnd_408_Mag", "7Rnd_408_Mag", "7Rnd_408_Mag", "7Rnd_408_Mag", "7Rnd_408_Mag", "7Rnd_408_Mag", "16Rnd_9x21_red_Mag", "16Rnd_9x21_red_Mag", "HandGrenade", "HandGrenade", "ClaymoreDirectionalMine_Remote_Mag", "ClaymoreDirectionalMine_Remote_Mag", "optic_TWS", "ACC_flashlight" }; linkedItems[] = { "NVGogglesB_blk_F", "V_Chestrig_oli", "ACC_Pointer_IR", "optic_LRPS", "ItemMap", "ItemGPS", "ItemCompass", "ItemWatch", "ItemRadio" }; uniformClass = "U_B_GhillieSuit"; }; }; 5. Paste the following into a file named initPlayerLocal.sqf Reveal hidden contents [player, 3] call BIS_fnc_respawnTickets; [player, "A"] call BIS_fnc_addRespawnInventory; [player, "A1"] call BIS_fnc_addRespawnInventory; [player, "A2"] call BIS_fnc_addRespawnInventory; [player, "SP"] call BIS_fnc_addRespawnInventory; [player, "SP1"] call BIS_fnc_addRespawnInventory; [player, ["D"] call BIS_fnc_addRespawnInventory; [player, "D1"] call BIS_fnc_addRespawnInventory; [player, "S"] call BIS_fnc_addRespawnInventory; [player, "S1"] call BIS_fnc_addRespawnInventory; 6. Test the mission by hosting a local server (LAN). This will give you a Multiplayer Respawn menu with four "Roles", and a variety of "Loadouts". You can go into the "Description.ext" and tinker around with the various "Loadouts" and add or remove them via the "initPlayerLocal.sqf" file. Like some have mentioned; You will need to do your homework if you want to get the results you're looking for. I recommend reading everything you can on the following links and try to understand how they are connected to each other. Arma 3 Respawn Description.ext Hello, how do I save AI's custom equipment? I command a group of 6 iA and they all respawn with the standard equipment after they die. Share this post Link to post Share on other sites
Solidsnacks 10 Posted December 7, 2020 How exactly are you spawning/ respawning them? If you have an example I might be able to help. Share this post Link to post Share on other sites