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doctorbutts

Is there a way to find out what CfgRespawnInventory a player chose?

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While the respawn menu with the weapon listing is pretty sweet, configuring the loadouts really sucks because you can't specify what goes where. For instance, if I want FAK's to go only in a uniform, only ammo in vest, and some other stuff only in backpack, I can't do it.

So, is there a way for me to script a way to say if a player chose x in cfgrespawninventory, run y loadout script on them?

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I've never used cfgRespawnInventory before.

It doesn't make sense to me to add a respawn inventory only to add another loadout via script from it.

Is that what you are talking about?

 

 

I hear you on the specific kit in uniform, vest and backpack.

I can be quite OCD where I want certain kit to be added.

 

I use setUnitLoadout heavily.

It has a nice feature of adding unloaded weapon systems and it adds specific kit to a specific place.

 

Now, the BIKI entry is NOT very clear to me and I had to play around with the command a lot to figure it out.

 

I have an example for your reference.

I copied it from my mission framework that uses ACE, ACRE and 3CB but you can get the gist of it.

 

Spoiler


//	This can be used on mission start and onPlayerRespawn / respawn Event Handler.



//	Loadout for grenadier example.
_kitGREN =
[
	[
		"UK3CB_BAF_L85A2_UGL",
		"UK3CB_BAF_SFFH","UK3CB_BAF_LLM_IR_Black","rksl_optic_lds",
		[],
		[],
		""
	],
	[
		"UK3CB_BAF_AT4_CS_AT_Launcher","","","",[],[],""
	],
	[],
	[
		(selectRandom ["UK3CB_BAF_U_CombatUniform_MTP","UK3CB_BAF_U_CombatUniform_MTP_ShortSleeve"]),
		[
			["ACE_elasticBandage",5],
			["ACE_fieldDressing",5],
			["ACE_packingBandage",5],
			["ACE_quikclot",5],
			["ACE_tourniquet",2],
			["ACE_morphine",1],
			["ACE_epinephrine",1],
			["ACE_CableTie",2],
			["ACE_DefusalKit",1],
			["ACRE_PRC343",1]
		]
	],
	[
		(selectRandom ["UK3CB_BAF_V_Osprey_Grenadier_A","UK3CB_BAF_V_Osprey_Grenadier_B"]),
		[
			["UK3CB_BAF_556_30Rnd",6,30],
			["UK3CB_BAF_556_30Rnd_T",2,30],
			["1Rnd_HE_Grenade_shell",8,1],
			["UK3CB_BAF_SmokeShell",2,1],
			["UK3CB_BAF_SmokeShellGreen",2,1],
			["HandGrenade",2,1]
		]
	],
	[
		"UK3CB_BAF_B_Kitbag_MTP",
		[
			["UK3CB_BAF_556_30Rnd",4,30],
			["1Rnd_HE_Grenade_shell",8,1],
			["UK3CB_BAF_SmokeShell",2,1],
			["UK3CB_BAF_SmokeShellOrange",2,1],
			["UK3CB_BAF_SmokeShellRed",2,1],
			["UK3CB_BAF_SmokeShellBlue",2,1],
			["UK3CB_BAF_SmokeShellPurple",2,1],
			["HandGrenade",2,1],
			["UK3CB_BAF_Kite",1],
			["UK3CB_BAF_HMNVS",1]
		]
	],
	(selectRandom ["UK3CB_BAF_H_Mk7_Camo_A","UK3CB_BAF_H_Mk7_Camo_B","UK3CB_BAF_H_Mk7_Camo_C","UK3CB_BAF_H_Mk7_Camo_D","UK3CB_BAF_H_Mk7_Camo_E","UK3CB_BAF_H_Mk7_Camo_F","UK3CB_BAF_H_Mk7_Net_A","UK3CB_BAF_H_Mk7_Net_B","UK3CB_BAF_H_Mk7_Net_C","UK3CB_BAF_H_Mk7_Net_D","UK3CB_BAF_H_Mk7_Scrim_A","UK3CB_BAF_H_Mk7_Scrim_B","UK3CB_BAF_H_Mk7_Scrim_C","UK3CB_BAF_H_Mk7_Scrim_D","UK3CB_BAF_H_Mk7_Scrim_E","UK3CB_BAF_H_Mk7_Scrim_F"]),
	nil,
	[],
	["ItemMap","","ItemRadioAcreFlagged","ItemCompass","ItemWatch",""]
];



//	if player unit has variable name playerGren_1 then add the grenadier loadout.
if (str player == "playerGren_1") then
{
	player setUnitLoadout [_kitGREN, true];
};

 

 

To make things super easy, you can use getUnitLoadout to save a loadout from a unit.

 

 

 

 

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Some interesting bits in this thread also...

  • Create menuInventory from players saved Arsenal loadouts
  • Update menuInventory during mission based on changes made by player to their loadout

 

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