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CrossFireDev

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Everything posted by CrossFireDev

  1. Ok the issue is the way your server is set up it not gonna save the gear with this script you would have to have a database set up or another script.
  2. Ok ill take a look at it
  3. This Is All You Have To Do Man First step create a folder in your mission called scripts inside that file create a .sqf named in loadout.sqf inside loadout.sqf paste this //Created By Cross Fire //Save Load Out Script hint "Loadout Saved"; while {true} do { waitUntil {!alive player}; _myWeapons = weapons player; _myMagazines = magazines player; _myVest = vest player; _myBackpack = backpack player; _myBackpackitems = backpackItems player; _myVestitems = vestItems player; _myUniform = uniform player; _myHeadgear = headgear player; _myWeaponItems = primaryWeaponItems player; waitUntil {alive player}; _p = player; removeAllItems _p; removeAllWeapons _p; removeUniform _p; removeVest _p; removeBackpack _p; removeHeadgear _p; _p addUniform _myUniform; _p addHeadgear _myHeadgear; _p addBackpack _myBackpack; _p addVest _myVest; {_p addMagazine _x} forEach _myMagazines; {_p addWeapon _x} forEach _myWeapons; {_p addItemToBackpack _x} forEach _myBackpackitems; {_p addItemToVest _x} forEach _myVestitems; {_p addPrimaryWeaponItem _x} forEach _myweaponItems; hint "Loadout Restored"; }; next step go to your init.sqf and paste the following execute command Place This In Your init.sqf //Load Out Script Initialization 0 = [] execvm "scripts\loadout.sqf"; Thats all your have to do hope this helped if not then just reply back.
  4. CrossFireDev

    initSever or init?

    Yes it matters depends on what script it is also say you have a script like this would need to go in the init server because the barrels our all server side so it would be init server not init you would want to initialize it over the server.
  5. Yes always make sure there .ogg files and that they are the correct size as in a example - Trigger Activation - Playsound "coolmusic"; //All ingame sounds //If You Want 1 Sound class CfgSounds { sounds[] = {}; class coolmusic { //how the sound is reffered to in the trigger in the mission name = "coolmusic"; //filename volume and pitch levels sound[] = {"sound\coolmusic.ogg", 3.5, 1}; //subtitle delay in seconds, subtitle text titles[] = {}; }; }; ------------------------------------------------------------------------------------------ //If You Want 2 Sounds class CfgSounds { sounds[] = {}; class coolmusic { //how the sound is reffered to in the trigger in the mission name = "coolmusic"; //filename volume and pitch levels sound[] = {"sound\coolmusic.ogg", 3.5, 1}; //subtitle delay in seconds, subtitle text titles[] = {}; }; class coolmusic1 { // how the sound is referred to in the editor (e.g. trigger effects) name = "coolmusic1"; // filename, volume, pitch sound[] = {"sound\coolmusic1.ogg", 2.5, 1}; // subtitle delay in seconds, subtitle text titles[] = {}; }; };
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