RangerX3X 0 Posted July 15, 2007 I can add custom kits to units via the initialization field with no issue using a script in the mission folder and be able to play the kit in the editor. If I export it to SP missions, the kit is there. But if I add either a briefing file or a description extension file (regardless if weapon selection is a feature of that file), it overrides the unit initialization field script and starts the unit with the default kit for that soldier type. Sample script: ; **************************************************************** ; Custom unit script for Armed Assault ; Created with ArmA Edit - Version 1.1.5000 ; HELP: Run this script from the INITIALIZATION box of the unit. ; CODE: [this] exec "UNIT_479.sqs" ; **************************************************************** ; Get the unit parameter given _unit = _this select 0 ; Strip the units current gear removeAllWeapons _unit ; Add the new gear to the unit _unit addMagazine "30Rnd_556x45_G36" _unit addMagazine "30Rnd_556x45_G36" _unit addMagazine "30Rnd_556x45_G36" _unit addMagazine "30Rnd_556x45_G36" _unit addMagazine "30Rnd_556x45_G36" _unit addWeapon "G36K" _unit selectWeapon "G36K" _unit addMagazine "M136" _unit addWeapon "M136" _unit addMagazine "15Rnd_9x19_M9SD" _unit addMagazine "15Rnd_9x19_M9SD" _unit addMagazine "15Rnd_9x19_M9SD" _unit addMagazine "15Rnd_9x19_M9SD" _unit addMagazine "15Rnd_9x19_M9SD" _unit addWeapon "M9SD" _unit addMagazine "HandGrenadeTimed" _unit addMagazine "HandGrenadeTimed" _unit addMagazine "HandGrenadeTimed" _unit addMagazine "HandGrenadeTimed" _unit addMagazine "HandGrenadeTimed" _unit addWeapon "Binocular" _unit addWeapon "NVGoggles" Exit Using [this] exec "UNIT_479.sqs" in the unit initialization field allows the kit to be used in the editor just fine. But adding just these scripts, either or both, and exporting it to SP mission overrides the weapon script: /////////////////////////////////////////////////////////// // Armed Assault Description File // Created with ArmA Edit - Version 1.1.5000 /////////////////////////////////////////////////////////// showCompass = 1; showGPS = 1; showWatch = 1; <html> <!---------------------------------------------------------> <!-- Briefing file for Armed Assault           --> <!-- Created with ArmA Edit - Version 1.1.5000      --> <!--                           --> <!-- DO NOT edit this file manually to guarantee it can  --> <!-- be re-opened by the Briefing Wizard. Click the    --> <!-- "Edit Briefing" button on the toolbar to edit.    --> <!---------------------------------------------------------> <body> <!-- [bRIEFING_WIZARD_30] --> <!----------------------------------------------------> <!-- Plans                      --> <!----------------------------------------------------> <p><a name="plan"></a> <!-- [PLAN] --> Test <!-- [END] --> </p><hr> <!----------------------------------------------------> <!-- Notes (in handwriting)             --> <!----------------------------------------------------> <h6><a name="main"></a> <!-- [NOTES] --> <!-- [END] --> </h6><hr> <!----------------------------------------------------> <!-- Objectives                   --> <!----------------------------------------------------> <!----------------------------------------------------> <!-- Debriefing                   --> <!----------------------------------------------------> </body> </html> Any ideas? Share this post Link to post Share on other sites
ck-claw 1 Posted July 15, 2007 the ammo script you have has to be a sqs file on it's own called:- UNIT_479.sqs then have the rest of your stuff in the Discription.ext Share this post Link to post Share on other sites
RangerX3X 0 Posted July 15, 2007 the ammo script you have has to be a sqs file on it's own called:- UNIT_479.sqsthen have the rest of your stuff in the Discription.ext Please clarify what you mean. That script is on its own called UNIT_479.sqs. What do you mean by "rest of your stuff"? Share this post Link to post Share on other sites
ck-claw 1 Posted July 15, 2007 /////////////////////////////////////////////////////////// // Armed Assault Description File // Created with ArmA Edit - Version 1.1.5000 /////////////////////////////////////////////////////////// showCompass = 1; showGPS = 1; showWatch = 1; this needs to be in your 'Description.ext' and this should be your Briefing html:- <html> <!---------------------------------------------------------> <!-- Briefing file for Armed Assault --> <!-- Created with ArmA Edit - Version 1.1.5000 --> <!-- --> <!-- DO NOT edit this file manually to guarantee it can --> <!-- be re-opened by the Briefing Wizard. Click the --> <!-- "Edit Briefing" button on the toolbar to edit. --> <!---------------------------------------------------------> <body> <!-- [bRIEFING_WIZARD_30] --> <!----------------------------------------------------> <!-- Plans --> <!----------------------------------------------------> <p><a name="plan"></a> <!-- [PLAN] --> Test <!-- [END] --> </p><hr> <!----------------------------------------------------> <!-- Notes (in handwriting) --> <!----------------------------------------------------> <h6><a name="main"></a> <!-- [NOTES] --> <!-- [END] --> </h6><hr> <!----------------------------------------------------> <!-- Objectives --> <!----------------------------------------------------> <!----------------------------------------------------> <!-- Debriefing --> <!----------------------------------------------------> </body> </html> Share this post Link to post Share on other sites
RangerX3X 0 Posted July 15, 2007 Perhaps you misread my first post. Those three components are all separate files in the mission folder and are named correctly. Share this post Link to post Share on other sites
ck-claw 1 Posted July 15, 2007 seems that way -my bad sorry! as i read it you had them all in one Description.ext Share this post Link to post Share on other sites
tj72 0 Posted July 17, 2007 At the top of the script you could try ~2 or a higher number for a longer wait so the script doesnt activate untill mission starts and may override the default loadout.... IF not try this.. <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> ~2 _position = getpos _unit select 1 hint "waiting for movement" @ getpos _unit select 1 != _position hint "start loading...." ....at the top of the script. Script wont start after two seconds and not untill player moves away from initial positin on particular axis. Which should be almost immediate. Might be useful for other things incidentally.... Share this post Link to post Share on other sites
RangerX3X 0 Posted August 7, 2007 This worked: I created an sqs file named Init with the following contents: ; **************************************************************** ; Initialization script for Armed Assault ; This is a special INIT script file that runs before the ; mission briefing is displayed. ; **************************************************************** [Player] exec "Team_Leader.sqs" exit The player starts with the custom kit and it shows as the custom kit in the gear selection before the mission starts. Share this post Link to post Share on other sites