CHICKENLICKEN 56 Posted December 16, 2018 I'm trying to use George Floros custom loadout script. I have no idea how it works. SO I want to use the classnames for a mod: however i'm testing it just using one pistol and other gear. however it's not working. I don;t understand what I am supposed to do or what I have typed wrong Spoiler /________________ GF_SCL_east.sqf _____________ GF_SCL_east_primaryWeapon_array = [ ]; GF_SCL_east_handgunWeapon_array = [ // Pistols "hgun_Rook40_F", GF_SCL_east_Uniform_array = [ "V_EOD_olive_F" ]; GF_SCL_east_Backpacks_array = [ ]; GF_SCL_east_Headgear_array = [ "H_Cap_police" ]; GF_SCL_east_Goggles_array = [ ]; GF_SCL_east_items_array_1 = [ //for RyanZombies //"RyanZombiesAntiVirusTemporary_Item", //"RyanZombiesAntiVirusCure_Item", //Vanilla "ToolKit", "MediKit", "FirstAidKit", "FirstAidKit", // Tools "Binocular", "Rangefinder", "Laserdesignator", "Laserdesignator_02", "Laserdesignator_03", "MineDetector" ]; GF_SCL_east_items_array_2 = [ //Here ONLY :items , PointerAttachments , BipodAttachments , MuzzleAttachments , OpticAttachments , NVG "ItemCompass", "ItemWatch", "ItemRadio", "ItemGPS", "ItemMap", // x2 "ItemCompass", "ItemWatch", "ItemRadio", "ItemGPS", "ItemMap", // PointerAttachments "acc_flashlight", "acc_pointer_IR", // BipodAttachments "bipod_01_F_blk", "bipod_01_F_mtp", "bipod_01_F_snd", "bipod_02_F_blk", "bipod_02_F_hex", "bipod_02_F_tan", "bipod_03_F_blk", "bipod_03_F_oli", // Apex "bipod_01_F_khk", // MuzzleAttachments // Apex // NVG ]; GF_SCL_east_items_array_3 = [ // Flares "Chemlight_blue", "Chemlight_green", "Chemlight_red", // Smokes // Explosives ]; GF_SCL_east_Ravage_items_array = [ // Ravage_items // x1 "rvg_plasticBottleEmpty", "rvg_canteenEmpty", "rvg_hose", "rvg_sleepingBag_Blue", "rvg_foldedTent", "rvg_rustyCan", "rvg_Geiger", "rvg_canisterFuel_Empty", "rvg_toolkit", "rvg_tire", // Vital "rvg_money", "rvg_notepad", "rvg_docFolder", "rvg_canOpener", "rvg_guttingKnife", "rvg_matches", "rvg_plasticBottle", "rvg_plasticBottlePurified", "rvg_spirit", "rvg_franta", "rvg_beans", "rvg_bacon", "rvg_milk", "rvg_rice", "rvg_antiRad", "rvg_purificationTablets", //x2 Vital "rvg_money", "rvg_notepad", "rvg_docFolder", "rvg_canOpener", "rvg_guttingKnife", "rvg_matches", "rvg_plasticBottle", "rvg_plasticBottlePurified", "rvg_spirit", "rvg_franta", "rvg_beans", "rvg_bacon", "rvg_milk", "rvg_rice", "rvg_antiRad", "rvg_purificationTablets", // Mask "Mask_M40_OD", "Mask_M40", "Mask_M50" ]; //________________ Exclude list ________________ GF_SCL_east_Exclude_List = [ // Ravage zombies "zombie_bolter", "zombie_runner", "zombie_walker", "B_Pilot_F", "B_Fighter_Pilot_F", "B_Helipilot_F", "B_helicrew_F", "B_soldier_PG_F", "O_Pilot_F", "O_Fighter_Pilot_F", "O_helipilot_F", "O_helicrew_F", "O_soldier_PG_F", "I_pilot_F", "I_Fighter_Pilot_F", "I_helipilot_F", "I_helicrew_F" ]; //________________ Exclude list for Medic , AT etc ________________ /* In order to exclude from changing their special Gear , as bagpacks or , AT , mines , etc To get automatically the classnames , you can add the units in the editor , link them all togethere and add this code in the init of the leader unit. grpclasses = []; {hint format["%1",(typeOf _x)]; grpclasses = grpclasses + [(typeOf _x)]; sleep 1} foreach units group this; copyToClipboard format["%1",grpclasses]; */ GF_SCL_east_Exclude_List_Gear = [ "B_support_AMG_F", ]; GF_SCL_east = { //________________ Settings ________________ //________________ Set true or false ________________ _Exclude_List_Gear = true; // exclude from changing their special Gear , as bagpacks or , AT , mines , etc //________________ Clear Unit's items ________________ _Remove_Everything = true; // If true Remove Everything //________________ or filter ________________ _removeallweapons = true; // It' s better not in order to keep the certain classes of medics , AT etc _Remove_primaryWeapon = true; _Remove_secondaryWeapon = true; _Remove_handgunWeapon = true; _removeAllItems = true; _clear_UniformContainer = true; _clear_VestContainer = true; _clear_BackpackContainer = true; _removeAllAssignedItems = true; _removeUniform = true; _removeVest = true; _removeBackpack = true; _removeHeadgear = true; _removeGoggles = true; //________________ _add ________________ _Link_Items = true; _AddUniform = true; _addVest = true; _addBackpack = true; _addHeadgear = true; _addGoggles = true; _Add_primaryWeapon = true; _Add_primaryWeapon_Attachments = true; _Add_secondaryWeapon = true; _Add_secondaryWeapon_Attachments = true; _Add_handgunWeapon = true; _Add_handgunWeapon_Attachments = true; _addItemToUniform = true; _addItemToVest = true; _addItemToBackpack = true; _Magazines_in_Backpack = true; _addItems_for_Ravage_mod = true; _addItems_for_ACE3_mod = true; _Add_Rarity = floor (random 10) < 4; _Random_Amount = round (1 + random 2); _Change_Loadout_on_Respawn = true; //________________ _Change_Loadout_on_Respawn ________________ if (_Change_Loadout_on_Respawn) then { _this addEventHandler ["Respawn", { params ["_unit", "_corpse"]; _unit setVariable ["Var_GF_SCL_east",false]; }]; }; //________________ Randomize ________________ _Uniform = selectRandom GF_SCL_east_Uniform_array; // For Civilian : GF_SCL_east_Civilian_Uniform_Custom_array _Headgear = selectRandom GF_SCL_east_Headgear_array; _Goggles = selectRandom GF_SCL_east_Goggles_array; _Vests = selectRandom GF_SCL_east_Vests_array; _Backpacks = selectRandom GF_SCL_east_Backpacks_array; _primaryWeapon = selectRandom GF_SCL_east_primaryWeapon_array; _secondaryWeapon = selectRandom GF_SCL_east_secondaryWeapon_array; _handgunWeapon = selectRandom GF_SCL_east_handgunWeapon_array; //________________ addItemToVest ________________ _items_array_1_addtoVest = selectRandom GF_SCL_east_items_array_1; _items_array_2_addtoVest = selectRandom GF_SCL_east_items_array_2; _items_array_3_addtoVest = selectRandom GF_SCL_east_items_array_3; _Ravage_items_array_addtoVest = selectRandom GF_SCL_east_Ravage_items_array; _ACE3_mod_Medical_array_addtoVest = selectRandom GF_SCL_east_ACE3_mod_Medical_array; _ACE3_mod_items_array_addtoVest = selectRandom GF_SCL_east_ACE3_mod_items_array; //________________ addItemToBackpack ________________ _items_array_1_addtoBackpack = selectRandom GF_SCL_east_items_array_1; _items_array_2_addtoBackpack = selectRandom GF_SCL_east_items_array_2; _items_array_3_addtoBackpack = selectRandom GF_SCL_east_items_array_3; _Ravage_items_array_addtoBackpack = selectRandom GF_SCL_east_Ravage_items_array; _ACE3_mod_Medical_array_addtoBackpack = selectRandom GF_SCL_east_ACE3_mod_Medical_array; _ACE3_mod_items_array_addtoBackpack = selectRandom GF_SCL_east_ACE3_mod_items_array; //________________ add _primaryWeapon's mags ________________ _primaryWeapon_Magazines = getArray (configFile / "CfgWeapons" / _primaryWeapon / "magazines"); _Spawn_primaryWeapon_magazines = selectRandom _primaryWeapon_Magazines; //________________ add _secondaryWeapon's mags ________________ _secondaryWeapon_Magazines = getArray (configFile / "CfgWeapons" / _secondaryWeapon / "magazines"); _Spawn_secondaryWeapon_Magazines = selectRandom _secondaryWeapon_Magazines; //________________ add _handgunWeapon's mags ________________ _handgunWeapon_Magazines = getArray (configFile / "CfgWeapons" / _handgunWeapon / "magazines"); _Spawn_handgunWeapon_Magazines = selectRandom _handgunWeapon_Magazines; //________________ _Spawn_Magazines ________________ _Magazines = _primaryWeapon_Magazines + _secondaryWeapon_Magazines + _handgunWeapon_Magazines; _Spawn_Magazines = selectRandom _Magazines; _UniformContainer = UniformContainer _this; _VestContainer = vestContainer _this; _BackpackContainer = BackpackContainer _this; //________________ Clear Unit's items ________________ //________________ Remove_Everything ________________ if (_Remove_Everything) then { removeallweapons _this; removeAllItems _this; removeAllAssignedItems _this; removeUniform _this; removeVest _this; removeBackpack _this; removeHeadgear _this; removeGoggles _this; }; //________________ or ________________ if (_removeallweapons) then { if (_Exclude_List_Gear) then { if (!((typeOf _this) in GF_SCL_east_Exclude_List_Gear)) then { removeallweapons _this; }; } else { removeallweapons _this; }; }; if (_Remove_primaryWeapon) then { _this removeWeapon (primaryWeapon _this); }; if (_Remove_secondaryWeapon) then { if (_Exclude_List_Gear) then { if (!((typeOf _this) in GF_SCL_east_Exclude_List_Gear)) then { _this removeWeapon (secondaryWeapon _this); }; } else { _this removeWeapon (secondaryWeapon _this); }; }; if (_Remove_handgunWeapon) then { _this removeWeapon (handgunWeapon _this); }; if (_removeAllItems) then { removeAllItems _this; }; if (_clear_UniformContainer) then { clearMagazineCargoGlobal _UniformContainer; clearItemCargoGlobal _UniformContainer; }; if (_clear_VestContainer) then { clearMagazineCargoGlobal _VestContainer; clearItemCargoGlobal _VestContainer; }; if (_clear_BackpackContainer) then { if (_Exclude_List_Gear) then { if (!((typeOf _this) in GF_SCL_east_Exclude_List_Gear)) then { clearMagazineCargoGlobal _BackpackContainer; clearItemCargoGlobal _BackpackContainer; }; } else { clearMagazineCargoGlobal _BackpackContainer; clearItemCargoGlobal _BackpackContainer; }; }; if (_removeAllAssignedItems) then { removeAllAssignedItems _this; }; if (_removeUniform) then { removeUniform _this; }; if (_removeVest) then { removeVest _this; }; if (_removeBackpack) then { if (_Exclude_List_Gear) then { if (!((typeOf _this) in GF_SCL_east_Exclude_List_Gear)) then { removeBackpack _this; }; } else { removeBackpack _this; }; }; if (_removeHeadgear) then { removeHeadgear _this; }; if (_removeGoggles) then { removeGoggles _this; }; //________________ Link items to their inventory ________________ if (_Link_Items) then { // link an item // _this linkItem "ItemMap"; // or _Add_Rarity if (_Add_Rarity) then {_this linkItem "ItemMap"}; if (_Add_Rarity) then {_this linkItem "ItemCompass"}; if (_Add_Rarity) then {_this linkItem "ItemWatch"}; if (_Add_Rarity) then {_this linkItem "ItemRadio"}; if (_Add_Rarity) then {_this linkItem "ItemGPS"}; if (_Add_Rarity) then {_this linkItem "O_UavTerminal"}; if (_Add_Rarity) then {_this linkItem "NVGoggles_OPFOR"}; }; //________________ _AddUniform ________________ if (_AddUniform) then { _this forceAddUniform _Uniform; }; //________________ _addVest ________________ if (_addVest) then { _this addVest _Vests; }; //________________ _addBackpack ________________ if (_addBackpack) then { if (_Exclude_List_Gear) then { if (!((typeOf _this) in GF_SCL_east_Exclude_List_Gear)) then { //_this addBackpack _Backpacks; // add rarity if (_Add_Rarity) then {_this addBackpack _Backpacks;}; }; } else { if (_Add_Rarity) then {_this addBackpack _Backpacks;}; }; }; //________________ addHeadgear ________________ if (_addHeadgear) then { _this addHeadgear _Headgear; }; //________________ _addGoggles ________________ if (_addGoggles) then { _this addGoggles _Goggles; }; //________________ add _primaryWeapon ________________ if (_Add_primaryWeapon) then { _this addWeapon _primaryWeapon; }; //________________ addPrimaryWeaponItem ________________ if (_Add_primaryWeapon_Attachments) then { //________________ add _primaryWeapon's compatible attachments ________________ _primaryWeapon_MuzzleSlot = getArray (configFile / "CfgWeapons" >> _primaryWeapon >> "WeaponSlotsInfo" >> "MuzzleSlot" >> "compatibleItems"); if (count _primaryWeapon_MuzzleSlot >= 1) then {_primaryWeapon_Muzzle = selectRandom _primaryWeapon_MuzzleSlot; if (_Add_Rarity) then {_this addPrimaryWeaponItem _primaryWeapon_Muzzle;};}; _primaryWeapon_CowsSlot = getArray (configFile / "CfgWeapons" >> _primaryWeapon >> "WeaponSlotsInfo" >> "CowsSlot" >> "compatibleItems"); if (count _primaryWeapon_CowsSlot >= 1) then {_primaryWeapon_Optic = selectRandom _primaryWeapon_CowsSlot; if (_Add_Rarity) then {_this addPrimaryWeaponItem _primaryWeapon_Optic;};}; _primaryWeapon_PointerSlot = getArray (configFile / "CfgWeapons" >> _primaryWeapon >> "WeaponSlotsInfo" >> "PointerSlot" >> "compatibleItems"); if (count _primaryWeapon_PointerSlot >= 1) then {_primaryWeapon_Pointer = selectRandom _primaryWeapon_PointerSlot; if (_Add_Rarity) then {_this addPrimaryWeaponItem _primaryWeapon_Pointer;};}; _primaryWeapon_UnderBarrelSlot = getArray (configFile / "CfgWeapons" >> _primaryWeapon >> "WeaponSlotsInfo" >> "UnderBarrelSlot" >> "compatibleItems"); if (count _primaryWeapon_UnderBarrelSlot >= 1) then {_primaryWeapon_UnderBarrel = selectRandom _primaryWeapon_UnderBarrelSlot; if (_Add_Rarity) then {_this addPrimaryWeaponItem _primaryWeapon_UnderBarrel;};}; }; //________________ _Add_secondaryWeapon ________________ if (_Add_secondaryWeapon) then { if (_Exclude_List_Gear) then { if (!((typeOf _this) in GF_SCL_east_Exclude_List_Gear)) then { // add rarity if (_Add_Rarity) then { _has_Backpack = backpack _this; if (_has_Backpack isequalto []) then { _this addBackpack _Backpacks; }; _this addWeapon _secondaryWeapon; for "_i" from 0 to 3 do {_this addItemToBackpack _Spawn_secondaryWeapon_Magazines;}; }; }; } else { _has_Backpack = backpack _this; if (_has_Backpack isequalto []) then { _this addBackpack _Backpacks; }; _this addWeapon _secondaryWeapon; for "_i" from 0 to 3 do {_this addItemToBackpack _Spawn_secondaryWeapon_Magazines;}; }; }; //________________ addSecondaryWeaponItem ________________ if (_Add_secondaryWeapon_Attachments) then { //________________ add _secondaryWeapon 's compatible attachments ________________ _secondaryWeapon_CowsSlot = getArray (configFile / "CfgWeapons" >> _secondaryWeapon >> "WeaponSlotsInfo" >> "CowsSlot" >> "compatibleItems"); if (count _secondaryWeapon_CowsSlot >= 1) then {_secondaryWeapon_Optic = selectRandom _secondaryWeapon_CowsSlot; if (_Add_Rarity) then {_this addSecondaryWeaponItem _secondaryWeapon_Optic;};}; _secondaryWeapon_PointerSlot = getArray (configFile / "CfgWeapons" >> _secondaryWeapon >> "WeaponSlotsInfo" >> "PointerSlot" >> "compatibleItems"); if (count _secondaryWeapon_PointerSlot >= 1) then {_secondaryWeapon_Pointer = selectRandom _secondaryWeapon_PointerSlot; if (_Add_Rarity) then {_this addSecondaryWeaponItem _secondaryWeapon_Pointer;};}; }; //________________ add _handgunWeapon ________________ if (_Add_handgunWeapon) then { _this addWeapon _handgunWeapon; }; //________________ addHandgunItem ________________ if (_Add_handgunWeapon_Attachments) then { //________________ add _handgunWeapon's compatible attachments ________________ _handgunWeapon_MuzzleSlot = getArray (configFile / "CfgWeapons" >> _handgunWeapon >> "WeaponSlotsInfo" >> "MuzzleSlot" >> "compatibleItems"); if (count _handgunWeapon_MuzzleSlot >= 1) then {_handgunWeapon_Muzzle = selectRandom _handgunWeapon_MuzzleSlot; if (_Add_Rarity) then {_this addHandgunItem _handgunWeapon_Muzzle;};}; _handgunWeapon_CowsSlot = getArray (configFile / "CfgWeapons" >> _handgunWeapon >> "WeaponSlotsInfo" >> "CowsSlot" >> "compatibleItems"); if (count _handgunWeapon_CowsSlot >= 1) then {_handgunWeapon_Optic = selectRandom _handgunWeapon_CowsSlot; if (_Add_Rarity) then {_this addHandgunItem _handgunWeapon_Optic;};}; _handgunWeapon_PointerSlot = getArray (configFile / "CfgWeapons" >> _handgunWeapon >> "WeaponSlotsInfo" >> "PointerSlot" >> "compatibleItems"); if (count _handgunWeapon_PointerSlot >= 1) then {_handgunWeapon_Pointer = selectRandom _handgunWeapon_PointerSlot; if (_Add_Rarity) then {_this addHandgunItem _handgunWeapon_Pointer;};}; }; //________________ addItemToUniform ________________ if (_addItemToUniform) then { for "_i" from 1 to 1 do {_this addItemToUniform "FirstAidKit";}; for "_i" from 1 to 2 do {_this addItemToUniform _Spawn_handgunWeapon_Magazines;}; }; //________________ addItemToVest ________________ if (_addItemToVest) then { for "_i" from 1 to 6 do {_this addItemToVest _Spawn_primaryWeapon_magazines;}; for "_i" from 1 to 1 do {_this addItemToVest "FirstAidKit";}; for "_i" from 1 to 1 do {_this addItemToVest "HandGrenade";}; for "_i" from 1 to 1 do {_this addItemToVest "MiniGrenade";}; for "_i" from 1 to 1 do {_this addItemToVest "SmokeShell";}; if (_Add_Rarity) then {_this addItemToVest _items_array_1_addtoVest;}; if (_Add_Rarity) then {_this addItemToVest _items_array_2_addtoVest;}; if (_Add_Rarity) then {_this addItemToVest _items_array_3_addtoVest;}; if (_addItems_for_Ravage_mod) then { if (_Add_Rarity) then {_this addItemToVest _Ravage_items_array_addtoVest;}; }; if (_addItems_for_ACE3_mod) then { if (_Add_Rarity) then {_this addItemToVest _ACE3_mod_Medical_array_addtoVest;}; if (_Add_Rarity) then {_this addItemToVest _ACE3_mod_items_array_addtoVest;}; }; //________________ vestContainer ________________ if (_Add_Rarity) then {_VestContainer addItemCargoGlobal [_items_array_3_addtoVest, _Random_Amount];}; if (_addItems_for_Ravage_mod) then { if (_Add_Rarity) then {_VestContainer addItemCargoGlobal [_Ravage_items_array_addtoVest, _Random_Amount];}; }; if (_addItems_for_ACE3_mod) then { if (_Add_Rarity) then {_VestContainer addItemCargoGlobal [_ACE3_mod_Medical_array_addtoVest, _Random_Amount];}; if (_Add_Rarity) then {_VestContainer addItemCargoGlobal [_ACE3_mod_items_array_addtoVest, _Random_Amount];}; }; }; //________________ addItemToBackpack ________________ if (_addItemToBackpack) then { if (_Add_Rarity) then {_this addItemToBackpack _items_array_1_addtoBackpack;}; if (_Add_Rarity) then {_this addItemToBackpack _items_array_2_addtoBackpack;}; if (_Add_Rarity) then {_this addItemToBackpack _items_array_3_addtoBackpack;}; if (_addItems_for_Ravage_mod) then { if (_Add_Rarity) then {_this addItemToBackpack _Ravage_items_array_addtoBackpack;}; }; if (_addItems_for_ACE3_mod) then { if (_Add_Rarity) then {_this addItemToBackpack _ACE3_mod_Medical_array_addtoBackpack;}; if (_Add_Rarity) then {_this addItemToBackpack _ACE3_mod_items_array_addtoBackpack;}; }; if (_Add_Rarity) then {_BackpackContainer addItemCargoGlobal [_items_array_3_addtoBackpack, _Random_Amount];}; if (_addItems_for_Ravage_mod) then { if (_Add_Rarity) then {_BackpackContainer addItemCargoGlobal [_Ravage_items_array_addtoBackpack, _Random_Amount];}; }; if (_addItems_for_ACE3_mod) then { if (_Add_Rarity) then {_BackpackContainer addItemCargoGlobal [_ACE3_mod_Medical_array_addtoBackpack, _Random_Amount];}; if (_Add_Rarity) then {_BackpackContainer addItemCargoGlobal [_ACE3_mod_items_array_addtoBackpack, _Random_Amount];}; }; }; //________________ _Magazines_in_Backpack ________________ if (_Magazines_in_Backpack) then { _BackpackContainer = BackpackContainer _this; //________________ _Spawn_Magazines ________________ _BackpackContainer addMagazineCargoGlobal [_Spawn_Magazines, _Random_Amount]; }; //________________ reload handgunWeapon ________________ _this selectweapon handgunWeapon _this; sleep 3; reload _this; sleep 8; //________________ reload primaryWeapon ________________ _this selectweapon primaryWeapon _this; sleep 3; reload _this; sleep 8; //________________ reload secondaryWeapon ________________ _this selectweapon secondaryWeapon _this; sleep 3; reload _this; }; //________________ *** End *** ________________ //________________ This are extra ________________ GF_SCL_east_Change_Equipment_civilian = { removeAllWeapons _this; removeAllItems _this; removeAllAssignedItems _this; removeUniform _this; removeVest _this; removeBackpack _this; removeHeadgear _this; removeGoggles _this; //________________ Randomize ________________ _Uniform = selectRandom GF_SCL_east_Civilian_Uniform_Custom_array; // GF_SCL_east_Uniform_array; _Headgear = selectRandom GF_SCL_east_Headgear_array; _Goggles = selectRandom GF_SCL_east_Goggles_array; _Vests = selectRandom GF_SCL_east_Vests_array; _Backpacks = selectRandom GF_SCL_east_Backpacks_array; _this forceAddUniform _Uniform; _this addHeadgear _Headgear; _this addGoggles _Goggles; // add rarity if (floor (random 10) < 4) then {_this addVest _Vests;}; if (floor (random 10) < 3) then {_this addBackpack _Backpacks;}; }; //________________ Informations about exlude or spawn ________________ /* In order to exlude or spawn , you can do it with many ways: 1. You can write the classnames in the Exclude lists , 2. you can add in the init of the unit : this setVariable ["Var_GF_SCL_east", true]; 3. you can also spawn this for a certain unit : name this unit ex : GF_SCL_east_1 GF_SCL_east_1 spawn GF_SCL_east; 4. you can also spawn this for a certain unit in the Editor : add this in the init of a unit : null = this execVM "GF_SCL_east\GF_SCL_east.sqf"; and add instead of the spawn code in the end : _this spawn GF_SCL_east; 5. only for player : player spawn GF_SCL_east; 6. for everyone : null = {_x spawn GF_SCL_east_Spawn_Custom_Equipment;}forEach allUnits; */ //________________ End ________________ [] spawn { while {true} do { { if ( ((alive _x)) && (!(_x getVariable ["Var_GF_SCL_east",false])) && (!((typeOf _x) in GF_SCL_east_Exclude_List)) /* //________________ You can filter the side here ________________ && {((side group _x) == west || (side group _x) == east || (side group _x) == independent || (side group _x) == civilian)} */ // && (side group _x == playerSide) // && (!(side group _x == playerSide)) && (side group _x == east) ) then { _x spawn GF_SCL_east; }; _x setVariable ["Var_GF_SCL_east",true]; {waitUntil {!alive _x}; _x setVariable ["Var_GF_SCL_east",false]; }; }forEach allUnits; sleep 5; }; }; diag_log "//________________ GF Set Custom Loadout Script Initialized _____________"; systemchat "GF Set Custom Loadout Script Initialized"; Share this post Link to post Share on other sites
GEORGE FLOROS GR 4206 Posted December 16, 2018 2 minutes ago, CHICKENLICKEN said: I have no idea how it works. Spoiler 1 hour ago, GEORGE FLOROS GR said: 1 hour ago, CHICKENLICKEN said: I have no clue. Are you editing this script with an editor like poseidon or notepad ++ or anything ? If so , you will understand the errors that you have done and also you can activate the "show error script" at the launcher. The errors that you have in your edit , are so basic mistakes , that even if i correct your example above , you will still write them incorrect. Check and read about the sqf syntax and it's prefered to open your scripts with a highlighting mode. In order to edit , you need to read some stuff to understand on how to : Spoiler 7 hours ago, GEORGE FLOROS GR said: On 5/10/2018 at 1:50 AM, GEORGE FLOROS GR said: https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++https://notepad-plus-plus.org/ There is no point to correct just a comma. Read the Basics. 2 Share this post Link to post Share on other sites
Harzach 2505 Posted December 16, 2018 Why is this a separate topic? 2 Share this post Link to post Share on other sites
HazJ 1288 Posted December 16, 2018 8 minutes ago, Harzach said: Why is this a separate topic? Wondered the same thing. Correct topic: https://forums.bohemia.net/forums/topic/219669-gf-set-custom-loadout-script/ @R0adki11 - Lock? 2 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4206 Posted December 16, 2018 5 minutes ago, HazJ said: Wondered the same thing. Correct topic: https://forums.bohemia.net/forums/topic/219669-gf-set-custom-loadout-script/ @R0adki11 - Lock? 1 Share this post Link to post Share on other sites
CHICKENLICKEN 56 Posted December 16, 2018 Your scripts need better guides. They are far too complicated 4 Share this post Link to post Share on other sites
HazJ 1288 Posted December 16, 2018 LOL! Maybe you should learn to READ the first post in the thread? It explains it right there. Not our fault you don't understand. Quote Installation / Usage: For usage instructions and information of how to use the GF Set Custom Loadout Script please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the initServer.sqf , to copy paste in your mission .https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colours to be able to detect ex. problems )http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ 2 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4206 Posted December 16, 2018 3 hours ago, CHICKENLICKEN said: Anyway Before the opening of this new topic , i told you to read the syntax , try and that i would help you so else. So there was no point on searching for an answer on somewhere else. if you check in the main topic , i quoted you the errors. I 'm going to write you there an example. But as i said , if you want to understand you need to read or check the Basics in a video tutorial about scripting. 5 Share this post Link to post Share on other sites
Tankbuster 1733 Posted December 16, 2018 8 hours ago, CHICKENLICKEN said: Your scripts need better guides. They are far too complicated "I'm too lazy to read through the enclosed instructions" 4 2 Share this post Link to post Share on other sites
R0adki11 3945 Posted December 17, 2018 Thread Closed @HazJ@GEORGE FLOROS GRplease don't tag moderators in posts, please use the report post feature on the forums. 2 Share this post Link to post Share on other sites