wiktox 0 Posted September 21, 2023 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;};"; }; }; }; Share this post Link to post Share on other sites