CHICKENLICKEN 56 Posted January 27, 2019 Thanks! So how to make loadouts apply to EAST side only? as this may be easier for now. Also can I put 3 loadouts in the folder? Thanks 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted January 27, 2019 38 minutes ago, CHICKENLICKEN said: So how to make loadouts apply to EAST side only? as this may be easier for now. Also can I put 3 loadouts in the folder? You can add as many as you like Hold on let me see the code to tell you ! 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted January 27, 2019 GF_Exported_Loadouts_to_Certain_Classnames = false; /* //________________ 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) // this is the line that you need 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted January 27, 2019 1 hour ago, CHICKENLICKEN said: folder? I forgot to tell you add your loadouts inside the allunit folder . # and do a like , i have support you as much as possible some posts now ! 1 Share this post Link to post Share on other sites
CHICKENLICKEN 56 Posted January 28, 2019 thanks I will try. can I use the same for all independent units as well? 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted January 28, 2019 2 hours ago, CHICKENLICKEN said: all independent You can follow the example above like : && ((side group _x isEqualto east) && (side group _x isEqualto independent)) or for everyone who is not the same side with player : && (!(side group _x isEqualto playerSide)) or for everyone who is not the same side with player and not civilian : && ((!(side group _x isEqualto playerSide)) && ((side group _x) isEqualto civilian)) Something that i noticed use isEqualto , instead of == for better performance ! 1 Share this post Link to post Share on other sites
CHICKENLICKEN 56 Posted January 28, 2019 Thanks I will try this 1 Share this post Link to post Share on other sites
CHICKENLICKEN 56 Posted January 28, 2019 Hmm not sure how to do it. I meant I want to have OPFOR and Independent seperate. So I want certain loadouts for all OPFOR and certain loadouts for all INDEPENDNET 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted January 28, 2019 16 minutes ago, CHICKENLICKEN said: So I want certain loadouts for all OPFOR and certain loadouts for all INDEPENDNET You can add the above code inside the first script ( the function ) on where it says : //________________ allunits ________________ if(side group _x isEqualto east) then{ [_this] execVM format ["GF_Exported_Loadouts\Loadouts\addyourfolderName_east\%1.sqf", _allunits]; }; if(side group _x isEqualto independent) then{ [_this] execVM format ["GF_Exported_Loadouts\Loadouts\addyourfolderName_independent\%1.sqf", _allunits]; }; and below to spawn the script without sides , to everyone. 1 Share this post Link to post Share on other sites
CHICKENLICKEN 56 Posted January 28, 2019 Hmm now I am confused. So everything is in the Allunits folder? Or do I make a subfolder? Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted January 28, 2019 Find the line that says allunits and add the code that i gave you above and edit this to your needs . set the option : GF_Exported_Loadouts_to_Certain_Classnames = false; and then create your folders like ["GF_Exported_Loadouts\Loadouts\side_east\%1.sqf", _allunits]; and so on : ["GF_Exported_Loadouts\Loadouts\side_indep\%1.sqf", _allunits]; 1 Share this post Link to post Share on other sites
CHICKENLICKEN 56 Posted January 30, 2019 Tnks . so my INit look like this? if(side group _x isEqualto east) then{ [_this] execVM format ["GF_Exported_Loadouts\Loadouts\side_east\%1.sqf", _allunits]; }; if(side group _x isEqualto independent) then{ [_this] execVM format ["GF_Exported_Loadouts\Loadouts\side_indep\%1.sqf", _allunits]; }; and my SQF like this?: 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 = false; 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 = [ "B_Soldier_F", "B_Soldier_lite_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 ________________ if(side group _x isEqualto east) then{ [_this] execVM format ["GF_Exported_Loadouts\Loadouts\side_east\%1.sqf", _allunits]; }; if(side group _x isEqualto independent) then{ [_this] execVM format ["GF_Exported_Loadouts\Loadouts\side_indep\%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 == east) // && (!(side group _x == independent)) ) 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 _____________"; }; And folders like this? Loadouts > Side_east + Side_indep Thanks I think I did some step wrong 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted January 30, 2019 7 hours ago, CHICKENLICKEN said: Loadouts > Side_east + Side_indep ["GF_Exported_Loadouts\Loadouts\side_east\%1.sqf", _allunits]; This is the path so , it's the folder's name script \ the Loadouts folder \ the extra folders that you need to create \ your loadouts scripts here. test this and tellme if it works. 1 Share this post Link to post Share on other sites
CHICKENLICKEN 56 Posted February 1, 2019 On 1/30/2019 at 8:40 AM, GEORGE FLOROS GR said: ["GF_Exported_Loadouts\Loadouts\side_east\%1.sqf", _allunits]; This is the path so , it's the folder's name script \ the Loadouts folder \ the extra folders that you need to create \ your loadouts scripts here. test this and tellme if it works. yes I have that it doesn't work. can you check my sqf here: 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 = false; 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 = [ "B_Soldier_F", "B_Soldier_lite_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 ________________ if(side group _x isEqualto east) then{ [_this] execVM format ["GF_Exported_Loadouts\Loadouts\east\%1.sqf", _allunits]; }; if(side group _x isEqualto independent) then{ [_this] execVM format ["GF_Exported_Loadouts\Loadouts\independent\%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 _____________"; tanks 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted February 1, 2019 46 minutes ago, CHICKENLICKEN said: yes I have that it doesn't work. can you check my sqf here: Ok i'll check it , just you will wait a liitle bit ok?! 1 Share this post Link to post Share on other sites
CHICKENLICKEN 56 Posted February 1, 2019 no problem! 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted February 2, 2019 17 hours ago, CHICKENLICKEN said: no problem! It was not working , because i didn't noticed that the code that i gaved you had _x instead of _this , you had also the eventhandler inside the if () then{ Since there is all these options available , i will update the script . So your code is this corrected and it will be the same after the update as well. Spoiler //________________ Author : GEORGE FLOROS [GR] ___________ 02.02.19 _____________ /* ________________ 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/ ArmA 3 | Notepad ++ SQF tutorial https://www.youtube.com/watch?v=aI5P7gp3x90 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 = false; 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 = [ "B_Soldier_F", "B_Soldier_lite_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 = { //________________ 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]; }]; }; //________________ 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 ________________ //________________ GF_Exported_Loadouts_to_Certain_Classnames = true ________________ 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 { //________________ GF_Exported_Loadouts_to_Certain_Classnames = false ________________ //________________ allunits ________________ //________________ if you want uncomment this for allunits ________________ // [_this] execVM format ["GF_Exported_Loadouts\Loadouts\allunits\%1.sqf", _allunits]; //________________ add your cases , according to the side ________________ if(side group _this isEqualto east) then{ [_this] execVM format ["GF_Exported_Loadouts\Loadouts\east\%1.sqf", _allunits]; }; if(side group _this isEqualto independent) then{ [_this] execVM format ["GF_Exported_Loadouts\Loadouts\independent\%1.sqf", _allunits]; }; }; }; [] 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) isEqualto west || (side group _x) isEqualto east || (side group _x) isEqualto independent || (side group _x) isEqualto civilian)} */ // && (side group _x isEqualto playerSide) // && (!(side group _x isEqualto 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 _____________"; }; and by he way , thanks CHICKENLICKEN for the inspiration ! 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted February 2, 2019 Update Changelog: v2.1 Added some extra options. 2 Share this post Link to post Share on other sites
CHICKENLICKEN 56 Posted February 2, 2019 Thanks i will try. haha at least i did something good. 1 Share this post Link to post Share on other sites
CHICKENLICKEN 56 Posted February 2, 2019 getting this error Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted February 2, 2019 3 minutes ago, CHICKENLICKEN said: getting this error Why you are doing again other stuff from what you should ??????????!!!!!!!!!!!!!!!! From what i can see you have add the above code , on where ? in your init ? 1 Share this post Link to post Share on other sites
CHICKENLICKEN 56 Posted February 2, 2019 yes that is in init Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted February 2, 2019 You did the same in the GF_Fog script and i wrote you this : Spoiler On 2/1/2019 at 6:12 PM, GEORGE FLOROS GR said: How did you came up with this ? ! In every published script that i have , there is always an example mission . This means , that there are all the available files codes and execution , in order to test the example mission . Every Test mission , has the complete files that you could use either as a base to create your mission . The main folder of every mission should have the following : description.ext https://community.bistudio.com/wiki/Description.ext init.sqf or initPlayerlocal or initServer or initPlayerServer check here : https://community.bistudio.com/wiki/Initialization_Order So inside the initPlayerlocal.sqf because this is where it should execute , there are these lines: [] execVM "GF_Fog\Credits.sqf"; // Please keep the Credits or add them to your Diary [] execVM "GF_Fog\GF_Fog.sqf"; TIP : if you are not using a program for editing scripts , like notepad ++ or anything , don't expect to write , or use the codes correctly. It is also possible to use this 3 type of different fog for a local effect fog in the map placed on an object as the example missions . The effect values of all three types can change also to less and more. 1 Share this post Link to post Share on other sites
CHICKENLICKEN 56 Posted February 2, 2019 so what goes in the init? Share this post Link to post Share on other sites
CHICKENLICKEN 56 Posted February 2, 2019 [] execVM "GF_Exported_Loadouts\GF_Exported_Loadouts"; i put this and it seems to work on only 50% of units. I wonder if this is because differne e between OPFOR and asian faciton Share this post Link to post Share on other sites