bong oh 2 Posted October 4, 2020 My mission flow 1. First Respawn to Custom Loadout to set editor 2. buy the weapon, gear from box. 3. When go out from base, equipment saved(just assigned item /(not ammo, medkit etc.. ) 4. and when respawn, start to gear saved So, my first step is making trigger west/not present/repeat/ on Condition _unit = _this select 0; [_unit, [_unit, "assignedItem"]] call BIS_fnc_saveInventory; and make onPlayerRespawn.sqf _unit = _this select 0; [_unit, [_unit, "SavedInventory"]] call BIS_fnc_loadInventory; yup..I was expecting that this would not work. I have no idea how to import and store each player's assignedItem with the trigger. Can anyone tell me about this mechanism? Share this post Link to post Share on other sites
Spriterfight 10 Posted October 4, 2020 I think you can place the first script in the intPlayerServer.sqf where each player will have this action.Though and maybe if player not present in trigger area then your code.The problem is you implemented a complex system in your mission and we need the repo to understand what is your intention Share this post Link to post Share on other sites
bong oh 2 Posted October 4, 2020 15 minutes ago, Spriterfight said: I think you can place the first script in the intPlayerServer.sqf where each player will have this action.Though and maybe if player not present in trigger area then your code.The problem is you implemented a complex system in your mission and we need the repo to understand what is your intention umm. I don't know how to show repo...for instance, announce sqf in mission folder? init.sqf YOU_fnc_account = { params [["_caller", objNull, [objNull]], ["_amount", 0, [0]]]; private _account = _caller getvariable "YOU_account"; _caller setvariable ["YOU_account", _account + _amount]; if (_amount < 0) then { systemChat format ["%1 POINT 사용!", _amount] } else { if (_amount > 0) then { systemChat format ["%1 POINT 획득!", _amount] }; }; systemChat format ["Balance $%1", _account+ _amount]; }; _unit = _this select 0; [_unit, [_unit, "SavedInventory"]] call BIS_fnc_saveInventory; //all trait unlock player setUnitTrait ["engineer",true]; player setUnitTrait ["medic",true]; initPlayerLocal.sqf ["InitializePlayer",[player,true]]call BIS_fnc_dynamicGroups; // When killed, bring _unit,_killer to Server { _x addEventHandler["Killed", { _unit = (_this select 0); _killer = (_this select 1); pKilled = [_unit, _killer]; publicVariableServer "pKilled"; }]; }forEach allUnits; initServer.sqf //calculate Distance bonus and increase _killer's account ["Initialize"] call BIS_fnc_dynamicGroups; "pKilled" addPublicVariableEventhandler { private ["_data"]; private _bonus =0; _data = (_this select 1); _unit = (_data select 0); _killer = (_data select 1); _cID = owner _killer; _distance = _unit distance _killer; if(side _killer == side _unit) then{ [_killer,-100] call You_fnc_account; }; // hint str _distance; if(_distance<100) then { _bonus=0; }; // each kill range over 100m bouns will increase 10 if(_distance>=100) then{ _bonus=(_distance/100)*10; _bonus=[_bonus,0] call BIS_fnc_cutDecimals; hint format ["+거리 보너스 : %1", _bonus]; }; _bonus=_bonus+100; [_killer,_bonus] call You_fnc_account; // pClient = bonus; // _cID publicVariableClient "pClient"; }; onPlayerRespawn.sqf _unit = _this select 0; [_unit, [_unit, "SavedInventory"]] call BIS_fnc_loadInventory; onPlayerOut.sqf _unit = _this select 0; [_unit, [_unit, "assignedItem"]] call BIS_fnc_saveInventory; umm that is all sqf in my mission folder Share this post Link to post Share on other sites
Spriterfight 10 Posted October 4, 2020 32 minutes ago, bong oh said: umm. I don't know how to show repo...for instance, announce sqf in mission folder? init.sqf YOU_fnc_account = { params [["_caller", objNull, [objNull]], ["_amount", 0, [0]]]; private _account = _caller getvariable "YOU_account"; _caller setvariable ["YOU_account", _account + _amount]; if (_amount < 0) then { systemChat format ["%1 POINT 사용!", _amount] } else { if (_amount > 0) then { systemChat format ["%1 POINT 획득!", _amount] }; }; systemChat format ["Balance $%1", _account+ _amount]; }; _unit = _this select 0; [_unit, [_unit, "SavedInventory"]] call BIS_fnc_saveInventory; //all trait unlock player setUnitTrait ["engineer",true]; player setUnitTrait ["medic",true]; initPlayerLocal.sqf ["InitializePlayer",[player,true]]call BIS_fnc_dynamicGroups; // When killed, bring _unit,_killer to Server { _x addEventHandler["Killed", { _unit = (_this select 0); _killer = (_this select 1); pKilled = [_unit, _killer]; publicVariableServer "pKilled"; }]; }forEach allUnits; initServer.sqf //calculate Distance bonus and increase _killer's account ["Initialize"] call BIS_fnc_dynamicGroups; "pKilled" addPublicVariableEventhandler { private ["_data"]; private _bonus =0; _data = (_this select 1); _unit = (_data select 0); _killer = (_data select 1); _cID = owner _killer; _distance = _unit distance _killer; if(side _killer == side _unit) then{ [_killer,-100] call You_fnc_account; }; // hint str _distance; if(_distance<100) then { _bonus=0; }; // each kill range over 100m bouns will increase 10 if(_distance>=100) then{ _bonus=(_distance/100)*10; _bonus=[_bonus,0] call BIS_fnc_cutDecimals; hint format ["+거리 보너스 : %1", _bonus]; }; _bonus=_bonus+100; [_killer,_bonus] call You_fnc_account; // pClient = bonus; // _cID publicVariableClient "pClient"; }; onPlayerRespawn.sqf _unit = _this select 0; [_unit, [_unit, "SavedInventory"]] call BIS_fnc_loadInventory; onPlayerOut.sqf _unit = _this select 0; [_unit, [_unit, "assignedItem"]] call BIS_fnc_saveInventory; umm that is all sqf in my mission folder You pack the mission in a zip and upload to a drive.This will help us reproduce the error Do you use any mod? Thank you! Share this post Link to post Share on other sites
wogz187 1086 Posted October 4, 2020 @bong oh, Here's a method of saving and retrieving the current weapon, Spoiler to save, _wpn = currentWeapon _unit; _unit setVariable ["YOU_currentWeapon", _wpn]; to load, _wpn = _unit getVariable "YOU_currentWeapon"; _unit addWeapon _wpn; Or the entire loadout, Spoiler to save, _unitData= getUnitLoadout _unit; _unit setVariable ["YOU_savedLoadout", _unitData]; to load, _unitData= _unit getVariable "YOU_savedLoadout"; _unit setUnitLoadout _unitData; Have fun! 3 Share this post Link to post Share on other sites
Harzach 2517 Posted October 4, 2020 13 minutes ago, Spriterfight said: You pack the mission in a zip and upload to a drive A repro (as in, "reproduction") is a simple mission file that uses no mods (or only those explicitly necessary) and contains only as many units/objects/etc. required to reproduce the relevant error. Share this post Link to post Share on other sites
bong oh 2 Posted October 4, 2020 9 minutes ago, Spriterfight said: You pack the mission in a zip and upload to a drive.Are those characters korean?it would be also good if you translate it with// so we can understand what is going there. Do you use any mod? Thank you! Well ...It's a little embarrassing to show it to others, but I'll upload drive :https://drive.google.com/file/d/1YeR_1qVlyXWaxYEcKqT1ECLEioMGiypH/view?usp=sharing mod category : https://steamcommunity.com/sharedfiles/filedetails/?id=2242163538 Share this post Link to post Share on other sites
bong oh 2 Posted October 4, 2020 5 minutes ago, Harzach said: A repro (as in, "reproduction") is a simple mission file that uses no mods (or only those explicitly necessary) and contains only as many units/objects/etc. required to reproduce the relevant error. Thank you for your explanation.! try put away all mod Share this post Link to post Share on other sites
bong oh 2 Posted October 4, 2020 here is repro https://drive.google.com/file/d/1v300mxXU-N_pYBXd3HJj5dBpmB5-mXiJ/view?usp=sharing Share this post Link to post Share on other sites
Spriterfight 10 Posted October 4, 2020 2 minutes ago, bong oh said: here is repro https://drive.google.com/file/d/1v300mxXU-N_pYBXd3HJj5dBpmB5-mXiJ/view?usp=sharing Thank you Share this post Link to post Share on other sites