GEORGE FLOROS GR 4207 Posted January 9, 2019 GF Exported Loadouts Script - Mod by GEORGE FLOROS [GR] Description: GF Exported Loadouts Script - Mod , load your exported loadouts on random to ai and / or players. You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation / Usage: For usage instructions and information of how to use the GF Exported Loadouts Script - Mod 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 colors 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/ Notes: GF Exported Loadouts Script - Mod , load your exported loadouts on random to ai and / or players. It will also work for spawned units. There is an exclude list available or add in the init of a unit: this setVariable ["Var_GF_Exported_Loadouts", true]; It is also included a mod version , posible to unpack and edit. Credits and Thanks to : Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: 3.0 The code is completely reworked , in order to be more user friendly , clear and readable . Everything now is easier and sorted also to different sides , including also more available settings. 2.1 Added some extra options. v2.0 Added an option to change certain loadouts , or random to certain type of unit. Added three examples , rifleman , sniper and every other unit. v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40336 Armaholic GF Exported Loadouts Script - Mod 6 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted January 10, 2019 Changelog: v2.0 Added an option to change certain loadouts , or random to certain type of unit. Added three examples , rifleman , sniper and every other unit. 1 Share this post Link to post Share on other sites
Unluckymonster 11 Posted January 11, 2019 Alright, this should be everything needed. Just need to start customize it's bits to fitting me personally but already huge thanks for creating this script! 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted January 11, 2019 27 minutes ago, Unluckymonster said: huge thanks for creating this script! Thank you very much , but basically the half is your idea , so thank you very much as well ! Share this post Link to post Share on other sites
CHICKENLICKEN 56 Posted January 11, 2019 cool will try. how do I do seperate for East and Independent? 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted January 11, 2019 52 minutes ago, CHICKENLICKEN said: East and Independent? If you add certain units , you don't need to do anything more. Share this post Link to post Share on other sites
CHICKENLICKEN 56 Posted January 11, 2019 6 minutes ago, GEORGE FLOROS GR said: If you add certain units , you don't need to do anything more. Ok thanks I will try. Does Ravage spawn certain units or is random from the whole side? 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted January 11, 2019 8 minutes ago, CHICKENLICKEN said: Ravage spawn certain units Yes , get the classnames from the editor. Share this post Link to post Share on other sites
CHICKENLICKEN 56 Posted January 16, 2019 On 1/11/2019 at 6:15 PM, GEORGE FLOROS GR said: If you add certain units , you don't need to do anything more. SO i name the folder as exactly the classname from the editor? I don;t understand how this works still. Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted January 18, 2019 On 16/1/2019 at 6:49 PM, CHICKENLICKEN said: SO i name the folder as exactly the classname from the editor? I don;t understand how this works still. Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted January 18, 2019 Ok so here we are again ! You want to redress the spawn units of Ravage Mod. So , if i remember right there are certain classnames for these spawned units. You need to get in the editor , find their name and just include them as my 2 seperate examples for the 2 riflemen and the two snipers. You can name your folders and the files as you like , just check for your directories !! Try a little bit and if you can't i 'm still here !!!!! Share this post Link to post Share on other sites
CHICKENLICKEN 56 Posted January 25, 2019 Still doesn't work. I put the class names here: //________________ Certain Classnames option ________________ //________________ add the Classnames , that will change the loadout for the Certain Classnames option ________________ GF_Exported_Loadouts_Riflemen = [ "O_G_Soldier_A_F", "O_G_Soldier_AR_F", "O_G_medic_F", "O_G_engineer_F", "O_G_Soldier_exp_F", "O_G_Soldier_GL_F", "O_G_Soldier_M_F", "O_G_officer_F", "O_G_Soldier_LAT_F", "O_G_Soldier_LAT2_F", "O_G_Soldier_lite_F", "O_G_Soldier_F", "O_G_Soldier_unarmed_F", "O_G_Sharpshooter_F", "O_G_Soldier_SL_F", "O_G_Soldier_TL_F", "O_G_Survivor_F" Then added the rifleman loadouts 1 and 2 my loadouts. Am I missing something? Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted January 25, 2019 you haven't close ]; the array ]; Share this post Link to post Share on other sites
CHICKENLICKEN 56 Posted January 25, 2019 54 minutes ago, GEORGE FLOROS GR said: you haven't close ]; the array ]; I did, I just didn't post it. I don;'t get an error message, script intilaises, but enemies on OPfor don't have the loadout Share this post Link to post Share on other sites
CHICKENLICKEN 56 Posted January 25, 2019 This is my Sqf/ I have one folder in loadouts named Rifleman with loadout 1 and 2, containing the loadout. Quote Spoiler //________________ Author : GEORGE FLOROS [GR] ___________ 11.01.19 _____________ /* ________________ GF Exported Loadouts Script - Mod ________________ https://forums.bohemia.net/forums/topic/221232-gf-exported-loadouts-script-mod/ Please keep the Credits or add them to your Diary 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 colors 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 Script - Mods , you can search in:https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-Script - Mods/ */ //________________ You can add in the init of a unit to exclude ________________ // this setVariable ["Var_GF_Exported_Loadouts", true]; //________________ Settings ________________ //________________ Set true or false ________________ _Systemchat_info = true; _diag_log_info = true; GF_Exported_Loadouts_to_Certain_Classnames = true; GF_Exported_Loadouts_Change_Loadout_on_Respawn = true; if(_Systemchat_info) then { systemchat "GF Exported Loadouts Script - Mod Initializing"; }; if(_diag_log_info) then { diag_log "//________________ GF Exported Loadouts Script - Mod Initializing _____________"; diag_log "//________________ GF_Exported_Loadouts.sqf _____________"; }; //________________ You can add an Exclude List ________________ GF_Exported_Loadouts_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" ]; //________________ add your sqf names of the exported loadouts , in case you select allunits option ________________ GF_Exported_Loadouts_array_allunits = [ "Loadout_1", "Loadout_2" ]; //________________ add your sqf names of the exported loadouts , in case you select Certain Classnames option ________________ GF_Exported_Loadouts_array_Rifleman = [ "Loadout_1", "Loadout_2" ]; //________________ add your sqf names of the exported loadouts , in case you select Certain Classnames option ________________ GF_Exported_Loadouts_array_Sniper = [ "Loadout_1", "Loadout_2" ]; //________________ Certain Classnames option ________________ //________________ add the Classnames , that will change the loadout for the Certain Classnames option ________________ GF_Exported_Loadouts_Riflemen = [ "O_G_Soldier_A_F", "O_G_Soldier_AR_F", "O_G_medic_F", "O_G_engineer_F", "O_G_Soldier_exp_F", "O_G_Soldier_GL_F", "O_G_Soldier_M_F", "O_G_officer_F", "O_G_Soldier_LAT_F", "O_G_Soldier_LAT2_F", "O_G_Soldier_lite_F", "O_G_Soldier_F", "O_G_Soldier_unarmed_F", "O_G_Sharpshooter_F", "O_G_Soldier_SL_F", "O_G_Soldier_TL_F", "O_G_Survivor_F" ]; //________________ add the Classnames , that will change the loadout for the Certain Classnames option ________________ GF_Exported_Loadouts_Sniper = [ "B_sniper_F", "B_spotter_F" ]; GF_Exported_Loadouts = { //________________ in case you select allunits option ________________ _allunits = selectRandom GF_Exported_Loadouts_array_allunits; //________________ in case you select Certain Classnames option ________________ //________________ add here your custom array to selectRandom ________________ _Rifleman = selectRandom GF_Exported_Loadouts_array_Rifleman; _Sniper = selectRandom GF_Exported_Loadouts_array_Sniper; //________________ GF_Exported_Loadouts_to_Certain_Classnames ________________ //________________ check your directory ________________ if(GF_Exported_Loadouts_to_Certain_Classnames) then { //________________ add here your case ________________ // Rifleman if(typeof _this in GF_Exported_Loadouts_Riflemen) then {[_this] execVM format ["GF_Exported_Loadouts\Loadouts\Rifleman\%1.sqf", _Rifleman];}; // Sniper if(typeof _this in GF_Exported_Loadouts_Sniper) then {[_this] execVM format ["GF_Exported_Loadouts\Loadouts\Sniper\%1.sqf", _Sniper];}; // if + allunits, uncomment below : if( //________________ add here your cases ________________ (!(typeof _this in GF_Exported_Loadouts_Riflemen)) && (!(typeof _this in GF_Exported_Loadouts_Sniper)) ) then { [_this] execVM format ["GF_Exported_Loadouts\Loadouts\allunits\%1.sqf", _allunits]; }; } else { //________________ allunits ________________ [_this] execVM format ["GF_Exported_Loadouts\Loadouts\allunits\%1.sqf", _allunits]; }; //________________ Change_Loadout_on_Respawn ________________ if (GF_Exported_Loadouts_Change_Loadout_on_Respawn) then { _this addEventHandler ["Respawn", { params ["_unit", "_corpse"]; _unit setVariable ["Var_GF_Exported_Loadouts",false]; }]; }; }; [] spawn { while {true} do { { if ( ((alive _x)) && (!(_x getVariable ["Var_GF_Exported_Loadouts",false])) && (!((typeOf _x) in GF_Exported_Loadouts_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)) ) then { _x spawn GF_Exported_Loadouts; }; _x setVariable ["Var_GF_Exported_Loadouts",true]; {waitUntil {!alive _x}; _x setVariable ["Var_GF_Exported_Loadouts",false]; }; }forEach allUnits; sleep 5; }; }; if(_Systemchat_info) then { systemchat "GF Exported Loadouts Script - Mod Initialized"; }; if(_diag_log_info) then { diag_log "//________________ GF Exported Loadouts Script - Mod Initialized _____________"; }; Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted January 25, 2019 36 minutes ago, CHICKENLICKEN said: This is my Sqf/ Hold on let me check this. Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted January 25, 2019 It is working so, the problem should be about your exported loadout files. Have you change as i 'm saying in the example ? // Paste your exported loadout and change this to _unit Share this post Link to post Share on other sites
CHICKENLICKEN 56 Posted January 26, 2019 I don't understand what you mean by that? 21 hours ago, GEORGE FLOROS GR said: It is working so, the problem should be about your exported loadout files. Have you change as i 'm saying in the example ? // Paste your exported loadout and change this to _unit I pasted my loadout. what else do I have to change? Share this post Link to post Share on other sites
CHICKENLICKEN 56 Posted January 26, 2019 Here is what i have in my rifleman part: Spoiler //________________ Author : GEORGE FLOROS [GR] ___________ 11.01.19 _____________ /* ________________ GF Exported Loadouts Script - Mod ________________ https://forums.bohemia.net/forums/topic/221232-gf-exported-loadouts-script-mod/ Please keep the Credits or add them to your Diary https://community.bistudio.com/wiki/SQF_syntax Don't try to open _unit 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 _unit ex: with notepad++https://notepad-plus-plus.org/ and also use the extra pluggins (_unit way will be better , it will give also some certain colors 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 Script - Mods , you can search in:https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-Script - Mods/ */ _unit = _this select 0; // Paste your exported loadout and change this to _unit //________________ Paste here : ________________ comment "Exported from Arsenal by BILLY BLACK BALLS"; comment "Remove existing items"; removeAllWeapons this; removeAllItems this; removeAllAssignedItems this; removeUniform this; removeVest this; removeBackpack this; removeHeadgear this; removeGoggles this; comment "Add containers"; this forceAddUniform "SE_Scavenger_Coat"; this addItemToUniform "FirstAidKit"; this addItemToUniform "MiniGrenade"; this addItemToUniform "CSW_M870_8Rnd_buck"; this addVest "SE_Eastern_Tactical_Vest_Black"; this addItemToVest "FirstAidKit"; for "_i" from 1 to 4 do {this addItemToVest "CSW_M870_8Rnd_buck";}; for "_i" from 1 to 4 do {this addItemToVest "GrenadeMolotovPSENG";}; this addHeadgear "SE_Ushanka"; this addGoggles "SE_GP5"; comment "Add weapons"; this addWeapon "CSW_M870"; this addPrimaryWeaponItem "CSW_M870_flashlight_normal"; comment "Add items"; this linkItem "ItemMap"; this linkItem "ItemCompass"; this linkItem "ItemWatch"; this linkItem "ItemRadio"; this linkItem "SAN_Headlamp_v1"; comment "Set identity"; this setFace "GreekHead_A3_02"; this setSpeaker "male01gre"; Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted January 26, 2019 14 minutes ago, CHICKENLICKEN said: I pasted my loadout. what else do I have to change? You need to change this to _unit , as i have wrote and if you notice from the example loadouts . Spoiler //________________ Author : GEORGE FLOROS [GR] ___________ 11.01.19 _____________ /* ________________ GF Exported Loadouts Script - Mod ________________ https://forums.bohemia.net/forums/topic/221232-gf-exported-loadouts-script-mod/ Please keep the Credits or add them to your Diary https://community.bistudio.com/wiki/SQF_syntax Don't try to open _unit 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 _unit ex: with notepad++ https://notepad-plus-plus.org/ and also use the extra pluggins (_unit way will be better , it will give also some certain colors 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 Script - Mods , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-Script - Mods/ */ _unit = _this select 0; // Paste your exported loadout and change _unit to _unit //________________ Paste here : ________________ comment "Exported from Arsenal by BILLY BLACK BALLS"; comment "Remove existing items"; removeAllWeapons _unit; removeAllItems _unit; removeAllAssignedItems _unit; removeUniform _unit; removeVest _unit; removeBackpack _unit; removeHeadgear _unit; removeGoggles _unit; comment "Add containers"; _unit forceAddUniform "SE_Scavenger_Coat"; _unit addItemToUniform "FirstAidKit"; _unit addItemToUniform "MiniGrenade"; _unit addItemToUniform "CSW_M870_8Rnd_buck"; _unit addVest "SE_Eastern_Tactical_Vest_Black"; _unit addItemToVest "FirstAidKit"; for "_i" from 1 to 4 do {_unit addItemToVest "CSW_M870_8Rnd_buck";}; for "_i" from 1 to 4 do {_unit addItemToVest "GrenadeMolotovPSENG";}; _unit addHeadgear "SE_Ushanka"; _unit addGoggles "SE_GP5"; comment "Add weapons"; _unit addWeapon "CSW_M870"; _unit addPrimaryWeaponItem "CSW_M870_flashlight_normal"; comment "Add items"; _unit linkItem "ItemMap"; _unit linkItem "ItemCompass"; _unit linkItem "ItemWatch"; _unit linkItem "ItemRadio"; _unit linkItem "SAN_Headlamp_v1"; comment "Set identity"; _unit setFace "GreekHead_A3_02"; _unit setSpeaker "male01gre"; Share this post Link to post Share on other sites
CHICKENLICKEN 56 Posted January 26, 2019 Thanks and I run it with this: if(typeof _this in GF_Exported_Loadouts_Riflemen) then {[_this] execVM format ["GF_Exported_Loadouts\Loadouts\Rifleman\%1.sqf", _Rifleman];}; ? 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted January 26, 2019 9 minutes ago, CHICKENLICKEN said: Thanks and I run it with this: Yes ! Tell me if it's working now Share this post Link to post Share on other sites
CHICKENLICKEN 56 Posted January 26, 2019 now i get this: Share this post Link to post Share on other sites
CHICKENLICKEN 56 Posted January 26, 2019 Sorry it is working! Ravage was spawning different units as OPFOR... hmm now to figure which ones 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted January 26, 2019 2 hours ago, CHICKENLICKEN said: Sorry it is working! CHICKENLICKEN . . . Share this post Link to post Share on other sites