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1 minute ago, CHICKENLICKEN said:

init?

 

First open the example mission folder and you will notice that, there is the:

initServer.sqf

copy paste this in your main folder of your mission and paste as wel the folder of the script.

 

Then add your loadouts and don't forget to change as it says also in the example this to _unit.

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For anything that you want to change , get in the example mission where there is everything available , do your changes and run your tests .

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AH I PUT MORE LOADOUTS IN FOLDERS AND IT'S FINE FINALLY WORKING  THNAKS

 

WE FINALLY GOT THERE

 

 

THE VICTORY TASTE SWEET

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8 minutes ago, CHICKENLICKEN said:

AH I PUT MORE LOADOUTS IN FOLDERS AND IT'S FINE FINALLY WORKING  THNAKS

 

WE FINALLY GOT THERE

 

 

THE VICTORY TASTE SWEET

 

Tell me something , you want to chage with different loadouts for east and independent , are you using these folders and have you set to false the option about loadouts to certain units?

 

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9 minutes ago, GEORGE FLOROS GR said:

 

Tell me something , you want to chage with different loadouts for east and independent , are you using these folders and have you set to false the option about loadouts to certain units?

 

I just copied what you put. seems, to be working

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2 minutes ago, CHICKENLICKEN said:

I just copied what you put. seems, to be working

 

 

 

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YEs thanks he is an excellentfighter.

 

 

Hmm there is a slight problem.

 

I am only getting units spawn with the loadout 1 and loudout 2. Loadout 3 to 7 are not appearing, they are still random. 

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They are random .

It will select an sqf of the folder every time on random,

 

Might be that you are not using the correct folder ?

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22 minutes ago, CHICKENLICKEN said:

Just the rest won't spawn 

 

The rest is applied to who ?

 

Since the selection is not for certain unitls then right now there is only loadouts for east and independent loadout , if you want for west or civilian add  more code to there

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1 minute ago, CHICKENLICKEN said:

ignoring 3 ,4 ,5 ,6

 

did you name this the dame like Loadout_3 ?

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if it's reading these two , it means that you are doing something wrong and for the error above i can't understand what the problem is.

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5 hours ago, CHICKENLICKEN said:

I just copied and paster your last SQF

 

You haven't yet download the new version ?    :hang:

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On 2/2/2019 at 6:12 AM, GEORGE FLOROS GR said:

 

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.

 

  Reveal hidden contents





//________________  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:

 

 

Yes, using new version, and I used what you posted here in SQF.

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20 minutes ago, CHICKENLICKEN said:

I used what you posted here in SQF.

 

What i posted here, generally is included.

 

Just really , what exacly you want to do ?

 

You told me that you want all the East side to have a folder with loadouts and the same with independent.

 

You can add in that folder as much as you like or only one and it will pick one on random , since you are using the same form as in the 2 examples incuded and have the same name.

 

The exclude list will exclude certain units.

 

Edit your loadout and test them in the example mission and onceit's done then add Vandeansons scripts  , because they might also interfere as well.

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