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Andrej Kos

cfgRespawnloadout backpacks Issue

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Hello gentlemen!

Thanks to this awesome forum and dedication of its members, I was able to find answers to most of my questions. But one:

Im dealing with Respawn Loadouts... Thing is... All the roles are working... All the loadouts assigned to them via description.ext ALMOST work... Only, my guys spawn WITHOUT BACKPACKS and equipment thats supposed to be in them... Any clue? 

One of my clases look like this: (two roles for a medic unit)

class medic1
	{
		displayName = "Combat Lifesaver";
		icon = "a3\Ui_f\data\GUI\Cfg\RespawnRoles\support_ca.paa";
	};
	
	class medic2
	{
		displayName = "Doctor";
		icon = "a3\Ui_f\data\GUI\Cfg\RespawnRoles\support_ca.paa";
	};

and the loaduouts for this:

class medicloadout1 //Class of the respawn inventory, used by BIS_fnc_addRespawnInventory
    {
        displayName = "Combat Lifesaver";//Name of the respawn inventory
        role = "medic1";
        icon = "\A3\ui_f\data\map\VehicleIcons\support_ca.paa";//Icon shown next to the role
        show = "side group _this == west";//Condition used to make specific respawn inventories only avaiable for specfic sides, must return [[Boolean]]
        weapons[] = {//Weapons
            "arifle_Mk20_F",
            "Rangefinder",
            "hgun_P07_khk_F"
        };
        magazines[] = {//Magazines
            "16Rnd_9x21_Mag",
            "16Rnd_9x21_Mag",
            "16Rnd_9x21_Mag",
          "30Rnd_556x45_Stanag",
		  "30Rnd_556x45_Stanag",
		  "30Rnd_556x45_Stanag",
		  "30Rnd_556x45_Stanag",
		  "30Rnd_556x45_Stanag",
            "MiniGrenade",
            "MiniGrenade"
        };
        items[] = {//Useable items
            "FirstAidKit"
        };
        linkedItems[] = {//Linked items, also weapon items, helmet etc.
            "V_Chestrig_rgr",
            "optic_Aco",
			"H_HelmetB_light",
            "ACE_morphine",
			"ACE_morphine",
			"ACE_morphine",
			"ACE_morphine",
			"ACE_morphine",
			"ACE_morphine",
			"ACE_epinephrine",
            "ACE_epinephrine",
			"ACE_epinephrine",
			"ACE_epinephrine",
			"ACE_epinephrine",
			"ACE_epinephrine",
			"ACE_epinephrine",
			"ACE_epinephrine",
			"ACE_bloodIV_500",
			"ACE_bloodIV_500",
			"ACE_adenosine",
			"ACE_adenosine",
			"ACE_atropine",
			"ACE_atropine",
			"ACE_bloodIV",
			"ACE_bloodIV",
            "NVGoggles_tna_F",
			"muzzle_snds_M",
			"ACE_Flashlight_MX991",
            "ItemGPS",
            "ItemMap",
            "ItemCompass",
            "ItemWatch",
            "ItemRadio"
        };
        uniformClass = "U_B_CombatUniform_mcam_tshirt";//uniform
		backpack = "B_AssaultPack_rgr_ReconMedic";
    };
	
	class medicloadout2 //Class of the respawn inventory, used by BIS_fnc_addRespawnInventory
    {
        displayName = "Field Doctor";//Name of the respawn inventory
        role = "medic2";
        icon = "\A3\ui_f\data\map\VehicleIcons\support_ca.paa";//Icon shown next to the role
        show = "side group _this == west";//Condition used to make specific respawn inventories only avaiable for specfic sides, must return [[Boolean]]
        weapons[] = {//Weapons
            "arifle_Mk20_F",
            "Rangefinder",
            "hgun_P07_khk_F"
        };
        magazines[] = {//Magazines
            "16Rnd_9x21_Mag",
            "16Rnd_9x21_Mag",
            "16Rnd_9x21_Mag",
          "30Rnd_556x45_Stanag",
		  "30Rnd_556x45_Stanag",
		  "30Rnd_556x45_Stanag",
		  "30Rnd_556x45_Stanag",
		  "30Rnd_556x45_Stanag",

        };
        items[] = {//Useable items
            
        };
        linkedItems[] = {//Linked items, also weapon items, helmet etc.
            "V_Chestrig_rgr",
            "optic_Aco",
			"H_HelmetB_light",
			"ACE_fieldDressing",
			"ACE_fieldDressing",
			"ACE_elasticBandage",
			"ACE_elasticBandage",
			"ACE_elasticBandage",
			"ACE_elasticBandage",
			"ACE_elasticBandage",
			"ACE_elasticBandage",
			"ACE_elasticBandage",
			"ACE_elasticBandage",
			"ACE_elasticBandage",
			"ACE_elasticBandage",
			"ACE_quikclot",
			"ACE_quikclot",
			"ACE_quikclot",
			"ACE_quikclot",
            "ACE_morphine",
			"ACE_morphine",
			"ACE_morphine",
			"ACE_morphine",
			"ACE_morphine",
			"ACE_morphine",
			"ACE_morphine",
			"ACE_morphine",
			"ACE_morphine",
			"ACE_morphine",
			"ACE_morphine",
			"ACE_morphine",
			"ACE_epinephrine",
            "ACE_epinephrine",
			"ACE_epinephrine",
			"ACE_epinephrine",
			"ACE_epinephrine",
			"ACE_epinephrine",
			"ACE_epinephrine",
			"ACE_epinephrine",
			"ACE_bloodIV_500",
			"ACE_bloodIV_500",
			"ACE_bloodIV_500",
			"ACE_bloodIV_500",
			"ACE_bloodIV_500",
			"ACE_bloodIV_500",
			"ACE_bloodIV_500",
			"ACE_bloodIV_250",
			"ACE_bloodIV_250",
			"ACE_bloodIV_250",
			"ACE_epinephrine",
			"ACE_epinephrine",
			"ACE_epinephrine",
			"ACE_epinephrine",
			"ACE_epinephrine",
			"ACE_epinephrine",
			"ACE_epinephrine",
			"ACE_epinephrine",
			"ACE_epinephrine",
			"ACE_epinephrine",
			"ACE_epinephrine",
			"ACE_epinephrine",
			"ACE_epinephrine",
			"ACE_epinephrine",
			"ACE_epinephrine",
			"ACE_packingBandage",
			"ACE_packingBandage",
			"ACE_packingBandage",
			"ACE_packingBandage",
			"ACE_packingBandage",
			"ACE_packingBandage",
			"ACE_packingBandage",
			"ACE_packingBandage",
			"ACE_packingBandage",
			"ACE_packingBandage",
			"ACE_personalAidKit",
			"ACE_plasmaIV_250",
			"ACE_plasmaIV_250",
			"ACE_surgicalKit",
			"ACE_tourniquet",
			"ACE_adenosine",
			"ACE_adenosine",
			"ACE_atropine",
			"ACE_atropine",
			"ACE_bloodIV",
			"ACE_bloodIV",
			"ACE_bloodIV",
            "NVGoggles_tna_F",
			"muzzle_snds_M",
			"ACE_Flashlight_MX991",
            "ItemGPS",
            "ItemMap",
            "ItemCompass",
            "ItemWatch",
            "ItemRadio"
        };
        uniformClass = "U_B_CombatUniform_mcam_tshirt";//uniform
		backpack = "B_AssaultPack_rgr_ReconMedic";
    };
	

Any ideas?

 

Thanks Alot!

Love, SKS

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UPDATE:

 

Thing is ALLMOST fixed. Soldier now respawns with backpack.. only the default one, with stuff still missing...

 

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You have all the medical items in the wrong “field”. They need to go in the “items” section. The “linked items” is for headgear, goggles, attachments etc that have slots in the inventory parsed for them

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