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wiktox

Units don't store anything in their backpacks

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My problem is that while creating a faction for Prairie of Fire I stumbled upon a problem that makes spawned ingame units not storing anything in their backpacks.

I would be very thankful if somebody would help me with this problem.

Here's the script below

 

#define MAG_2(a) a, a
#define MAG_3(a) a, a, a
#define MAG_4(a) a, a, a, a
#define MAG_5(a) a, a, a, a, a
#define MAG_6(a) a, a, a, a, a, a
#define MAG_7(a) a, a, a, a, a, a, a
#define MAG_8(a) a, a, a, a, a, a, a, a
#define MAG_9(a) a, a, a, a, a, a, a, a, a
#define MAG_10(a) a, a, a, a, a, a, a, a, a, a
#define MAG_11(a) a, a, a, a, a, a, a, a, a, a, a
#define MAG_13(a) a, a, a, a, a, a, a, a, a, a, a, a
#define MAG_14(a) a, a, a, a, a, a, a, a, a, a, a, a, a
#define MAG_15(a) a, a, a, a, a, a, a, a, a, a, a, a, a, a
#define MAG_16(a) a, a, a, a, a, a, a, a, a, a, a, a, a, a, a
#define MAG_17(a) a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a
#define MAG_18(a) a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a
#define MAG_19(a) a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a
#define MAG_20(a) a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a

 

class CfgVehicles        // Character classes are defined under cfgVehicles.
{
class EventHandlers;
class I_Soldier_base_F;                    // For inheritance to work, the base class has to be defined.

    class AEF_Rifleman_1 : I_Soldier_base_F    // Define of a new class, which parameters are inherited from B_Soldier_base_F, with exception of those defined below.
    {
        author = "Wiktox";            // The name of the author of the asset, which is displayed in the editor.
        displayName = "Rifleman";        // The name of the soldier, which is displayed in the editor.
        vehicleClass = "Men";
        side = 2;
        faction = "AEF";
        
        scope = 2;                            // 2 = class is available in the editor; 1 = class is unavailable in the editor, but can be accessed via a macro; 0 = class is unavailable (and used for inheritance only).
        scopeCurator = 2;                    // 2 = class is available in Zeus; 0 = class is unavailable in Zeus.
        scopeArsenal = 2;                    // 2 = class is available in the Virtual Arsenal; 0 = class is unavailable in the Virtual Arsenal.

        identityTypes[] = {"LanguageGRE_F","Head_Greek"};        // Identity Types are explained in the Headgear section of this guide.
        cost = 100000;                        // How likely the enemies attack this character among some others.
        camouflage = 1;                    // How likely this character is spotted (smaller number = more stealthy).
        sensitivity = 3;                    // How likely this character spots enemies when controlled by AI.
        accuracy = 4;
        threat[] = {1, 0.5, 0.5};                // Multiplier of the cost of the character in the eyes of soft, armoured and air enemies.

        canDeactivateMines = false;                // Can this character deactivate mines?
        engineer = false;                        // Can this character repair vehicles?
        attendant = 1;                            // Can this character heal soldiers?

        uniformClass = "vn_b_uniform_macv_04_16";                            // This links this soldier to a particular uniform. For the details, see below.

        headgearList[] =
        {
            
        "vn_b_helmet_m1_01_01", 1,
        "vn_b_helmet_m1_02_01", 1,
        "vn_b_helmet_m1_03_01", 1,
        "vn_b_helmet_m1_05_01", 1,
        "vn_b_helmet_m1_06_01", 1,
        "vn_b_helmet_m1_07_01", 1,
        "vn_b_helmet_m1_10_01", 1,
        "vn_b_helmet_m1_11_01", 1,
        "vn_b_helmet_m1_12_01", 1,
        "vn_b_helmet_m1_14_01", 1,
        "vn_b_helmet_m1_15_01", 1,
        "vn_b_helmet_m1_16_01", 1,
        "vn_b_helmet_m1_18_01", 1,
        "vn_b_helmet_m1_19_01", 1,
        "vn_b_helmet_m1_20_01", 1,
        "rhsgref_helmet_M1_painted", 1,
        "rhsgref_helmet_M1_painted_alt01", 1,
        "rhsgref_helmet_M1_bare", 1,
        "rhsgref_helmet_M1_bare_alt01", 1,
        "rhsgref_helmet_M1_liner", 1,
        "rhsgref_helmet_m1940_camo01", 1,
        "rhsgref_helmet_m1940_camo01_alt1", 1,
        "rhsgref_helmet_m1942_camo01", 1,
        "rhsgref_helmet_m1942_camo01_alt1", 1,
        "rhsgref_helmet_m1942_heermarshcover", 1,
        "rhsgref_helmet_m1942_heersplintercover", 1

        };
       
        Weapons[] =
        {
        vn_m63a,
        vn_tt33,
        Throw, Put
        };  
        
        respawnWeapons[] =
        {
        vn_m63a,
        vn_tt33,
        Throw, Put
        };                                         
    
        Items[] =
        {
        MAG_15(ACE_elasticBandage),
        MAG_2(ACE_morphine),
        MAG_2(ACE_epinephrine),
        MAG_5(ACE_splint),
        MAG_5(ACE_tourniquet)
        };
        
        RespawnItemss[] =
        {
        MAG_15(ACE_elasticBandage),
        MAG_2(ACE_morphine),
        MAG_2(ACE_epinephrine),
        MAG_5(ACE_splint),
        MAG_5(ACE_tourniquet)
        };
        
        magazines[] =
        {
        MAG_20(vn_m63a_30_t_mag),
        MAG_2(vn_tt33_mag),
        MAG_2(vn_m34_grenade_mag),
        MAG_2(vn_m18_white_mag),
        MAG_2(vn_rgd5_grenade_mag),
        vn_m67_grenade_mag
        };                // What ammunition the character has.
        
        respawnMagazines[] =
        {        
        MAG_20(vn_m63a_30_t_mag),
        MAG_2(vn_tt33_mag),
        MAG_2(vn_m34_grenade_mag),
        MAG_2(vn_m18_white_mag),
        MAG_2(vn_rgd5_grenade_mag),
        vn_m67_grenade_mag
        };        // What ammunition the character respawns with.
        
        linkedItems[] =
        {
        vn_b_vest_usmc_02,
        rhsgref_helmet_M1_painted,
        vn_b_item_map,
        vn_b_item_compass,
        vn_b_item_watch,
        vn_b_item_radio_urc10
        };                // Which items the character has.
        
        respawnLinkedItems[] =
        {
        vn_b_vest_usmc_02,
        rhsgref_helmet_M1_painted,
        vn_b_item_map,
        vn_b_item_compass,
        vn_b_item_watch,
        vn_b_item_radio_urc10
        };        // Which items the character respawns with.
        
        backpack = "vn_b_pack_trp_02";        // Which backpack the character is wearing.
        
        // If the parent class doesn't have the headgear randomization
        
        class EventHandlers : EventHandlers
        {
            // The function must be triggered to benefit from the randomization, its usage is documented in its header (see link above)
            init = "if (local (_this select 0)) then {[(_this select 0), [], []] call BIS_fnc_unitHeadgear;};";
        };

        
    };


};

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