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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

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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 !

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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

 

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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 !  :f:

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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 !

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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

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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.

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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];
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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

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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.

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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

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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?!

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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 !  :f:

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3 minutes ago, CHICKENLICKEN said:

getting this error

 

Why you are doing again other stuff from what you should ??????????!!!!!!!!!!!!!!!!

 

:smash:

 

From what i can see you have add the above code , on where ? in your init ?

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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.

 

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[] 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

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