doctorbutts 15 Posted August 28, 2019 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? Share this post Link to post Share on other sites
Maff 246 Posted August 28, 2019 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. 1 Share this post Link to post Share on other sites
Larrow 2779 Posted August 28, 2019 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 1 Share this post Link to post Share on other sites