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How do I use this script?

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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";

 

 

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2 minutes ago, CHICKENLICKEN said:

I have no idea how it works.

 

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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.

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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/

 

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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.

 

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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"

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