dwringer 45 Posted March 1, 2008 I was just wondering about something that's kind of bugged me about the little 5-man speedboats . . . when you place one as a squad member so you can put the other passengers In Cargo via the editor (so they can start out at sea without losing their weapons in the water), the driver is wearing the default ACU/BDU vest. That's fine with the stock game, but I like using addons (EBud's "CQB" units in this particular case) and the all black theme of some skins + the boat is broken by the garish colors on the boat pilot. I came up with a little script that seems to work, albeit tenuously, to replace the driver with a unit of my choosing by killing off the default man, but it seems like there has to be a better way. I know extremely little about scripting, and nothing about unit configs (or whatever it is I always hear people talking about), so I guess if there's a way to do this outside of a mission .sqs file I'm gonna have pretty much no idea how to begin. Here's what I came up with, just in case anybody's curious for any reason: _boat = _this select 0; _replacement = _this select 1; (driver _boat) setdamage 1; _replacement action ["getindriver",_boat]; Then of course i just put [this,replacement] exec "boatInit.sqs" in the init field of the boat and name units accordingly. If anyone has any insights on the situation I'd greatly appreciate it EDIT: Sorry, I know I put this in the wrong forum. :-\ Share this post Link to post Share on other sites
Maceme 0 Posted March 1, 2008 I don't understand totally your problem. Put the boat empty and then create the units that you want to load in, and put in the init field of the unit that you want in the cargo "this moveincargo x", and for the unit you want to begin in driver position "this moveindriver x" (without ""). And for the gunner "this moveingunner x". X is the name of the vehicle (you must type the name in the "name" field of the boat). This answer your question? Share this post Link to post Share on other sites
dwringer 45 Posted March 1, 2008 Ah, thank you . . . yes, that pretty much does answer my question; as I said I know pathetically little about scripting Didn't know exactly if there was a way to spawn units in the cargo of an empty vehicle but I guess that makes sense, pretty straightforward Share this post Link to post Share on other sites