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Everything posted by Alleged Accomplice
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Haul Cargo
Alleged Accomplice replied to Alleged Accomplice's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey I got playersCar = vehicle player; from the wiki. I don't think it was exactly that way in the wiki but somehow that struck me when I was looking at that page. "HEY THAT MIGHT WORK! And it did. Anyway thank you again for all your help. I aint slept in many hours so I might begin to make less and less sense soon LOL. -
Haul Cargo
Alleged Accomplice replied to Alleged Accomplice's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Makes sense now but I needed to see the way he did it cause me an the wiki rarely get along. I needed to see something besides a = 3 and then making a hint appear and other stuff like that. It would be a better wiki for those like me, those who really need it, if it had like real things being done like moving a box, putting it in a truck or whatever. I know the wiki is beloved here but they should have put script they actually used in the wiki. I have to change it to where drop will attach to the truck. When I get too close to the truck and look at it it gives me the trucks embedded addactions, and I do not see the drop menu. So fixing it so it attaches and then detaches to the truck. Basically it will get thrown sideways. Oh God I had a lot of fun throwing the boxes with my old script, they can really be made to fly if you attach them to you like 7 meters in front and then they detach on the way there. Basic examples are okay but the examples with meat on the bones work better -
Haul Cargo
Alleged Accomplice replied to Alleged Accomplice's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Here is what I put into the init of the ammoboxes. The same thing he did. If its its getting stuff from somewhere else and using it, I don't have whatever it is and it worked. I am probably not understanding you when you say params passed to the script. this addAction["Pickup Box",{ _object = (_this select 0); _user = (_this select 1); _object attachTo[_user,[0,1,1],"Pelivs"]; },nil,1.5,false,false,"","true",2,false,"",""]; this addAction["Drop Box",{ { detach _x; _x enableSimulationGlobal true; } forEach attachedObjects player; },nil,1.5,false,false,"","true",2,false,"",""]; I'm guessing the params are _object = (this select 0) and the next one. -
Haul Cargo
Alleged Accomplice replied to Alleged Accomplice's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thank you Harzach Here is something you need to know about what I've been trying to learn. _object = (_this select 0); _user = (_this select 1); From kibaBG's script linked above. He simply calls the boxes objects and the player user, writes the scipt and it works with none of the undefined variable stuff like what I get all the time. So I guess thats how you define a variable in some scripts, maybe not all. See I have have thought that I had to go get the name or base name of the vehicles or object from the configs and actually define it, IT NEVER WORKED LOL. Yeah that thing I was doing in the init with the playersbox. I was trying to brute force it. When I still worked, I had jobs where much brute force was needed much of the time. Thus my legs wore out before I got to be 60. -
Haul Cargo
Alleged Accomplice replied to Alleged Accomplice's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Someone already made a script to pick them up and set them down but it won't load them into trucks that are very high. I can get them inside the truck but then I cannot drop them with that script cause I can't see the object. He was using smaller vehicles I guess. Some adjustments will have to be made. In that post he showed me how to do several things though. -
Haul Cargo
Alleged Accomplice replied to Alleged Accomplice's topic in ARMA 3 - MISSION EDITING & SCRIPTING
No it will work on different ones but it will work on only one of them, it will work on that same one over and over as well. I changed them out and put 6 of the same ammobox on the ground and it still only worked on one of them. That will likely help me try to use "nearsupplies" which I have tried to do in the past but I couldn't get it to work. maybe nearbject or nearest. Whats weird to me in doing all of this is that things in the game are called undefined variables. The game certainly knows of these objects exist, they are in the game, so how can they be undefined but anyway that part of my learning that I'm going through. -
Haul Cargo
Alleged Accomplice replied to Alleged Accomplice's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I was not going to ask for help but finally something cropped up that I do not understand. I put this in the init of all the ammo boxes in the map. playersbox = this; this = playersbox; this addAction ["lift","lift.sqf",nil,1,false, true, "true", "true", 9, false]; this addAction ["drop","drop.sqf",nil,1,false, true, "true", "true", 9, false]; Then this is the sqf for lifting if ((playersbox distance player) <3) then {playersbox attachTo [player, [0, 1, 1.5]]}; and for dropping, which throws it LOl but it works for both loading and unloading of a vehicle, needs adjustment. playersCar = vehicle player; if ((playersbox distance playerscar) <10) then {playersbox attachTo [player, [0, 7, 4]]}; detach playersbox; I don't need playerscar in that but it works better with it, why, who knows. I took it out and then it just sat the box in front of me. The thing disturbing me is that it will only work on ONE BOX. All the ammo boxes have the same init, none of them are named, they are all the same ammo box. The addaction shows on every box but it only works on one box. Yeah I know I can't write scripts for **** but this is very puzzling. I might try to adding the action to the player again but last time I tried that I had to name all the boxes. -
Haul Cargo
Alleged Accomplice replied to Alleged Accomplice's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yea, I managed to make the truck generic but so far not the cargo boxes. playersCar = vehicle player; if ((box1 distance playersCar) <8) then {box1 attachTo [playersCar, [0, -1, 0]]; box1 attachTo [playersCar]; detach box1; box2 attachTo [playersCar, [-.5, -2, 0]]; box2 attachTo [playersCar]; detach box2; box3 attachTo [playersCar, [.5, -2, 0]]; box3 attachTo [playersCar]; detach box3;} else {hint "too far"}; if ((box4 distance playersCar) <8) then {box4 attachTo [playersCar, [0, -1, 0]]; box4 attachTo [playersCar]; detach box4; box5 attachTo [playersCar, [-.5, -2, 0]]; box5 attachTo [playersCar]; detach box5; box6 attachTo [playersCar, [.5, -2, 0]]; box6 attachTo [playersCar]; detach box6;} else {hint "too far"}; playersCar = vehicle player; fixed at least the truck problem. Now I have to get the boxes/cargo to work that way. unload.sqf playersCar = vehicle player; if ((box1 distance playersCar) < 8) then {box1 attachTo [playersCar, [0, -9, 0]]; box1 attachTo [playersCar]; detach box1; box2 attachTo [playersCar, [-.5, -11, 0]]; box2 attachTo [playersCar]; detach box2; box3 attachTo [playersCar, [.5, -13, 0]]; box3 attachTo [playersCar]; detach box3;}; if ((box4 distance playersCar) < 8) then {box4 attachTo [playersCar, [0, -9, 0]]; box4 attachTo [playersCar]; detach box4; box5 attachTo [playersCar, [-.5, -11, 0]]; box5 attachTo [playersCar]; detach box5; box6 attachTo [playersCar, [.5, -13, 0]]; box6 attachTo [playersCar]; detach box6;} else {hint "too far"}; Made a lift script which is not hard but it doesn't work like I want it to playersCar = vehicle player; this = this object; if (( playersCar distance this) <5) then {this attachTo [playersCar, [0, -1, 0]]; this attachTo [playersCar]; this detach}; Keeps saying it needs another ; but I think that will be the hand loading script if or when I get it to work, adding an addaction to the boxes themselves calling that as an sqf. Time for bed -
Haul Cargo
Alleged Accomplice replied to Alleged Accomplice's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Okay I made it to where it can have 3 trucks but it doesn't do much good unless you change the name of the boxes so each one can pick up from a different spot. I cannot get it to pick up nearsupplies even though that is a named thing in the wiki it says its an undefined variable. I tried to define it but it didn't work. If I can get it to do that then this will be a generic cargo hauler. So one sqf for 3 trucks is this params ["_veh"]; if (truck1 == _veh) then { if ((box1 distance truck1) <8) then {box1 attachTo [truck1, [0, -1, 0]]; box1 attachTo [truck1]; detach box1; box2 attachTo [truck1, [-.5, -2, 0]]; box2 attachTo [truck1]; detach box2; box3 attachTo [truck1, [.5, -2, 0]]; box3 attachTo [truck1]; detach box3;} else {hint "too far"}; }; if (truck2 == _veh) then { if ((box1 distance truck2) <8) then {box1 attachTo [truck2, [0, -1, 0]]; box1 attachTo [truck2]; detach box1; box2 attachTo [truck2, [-.5, -2, 0]]; box2 attachTo [truck2]; detach box2; box3 attachTo [truck2, [.5, -2, 0]]; box3 attachTo [truck2]; detach box3;} else {hint "too far"}; }; if (truck3 == _veh) then { if ((box1 distance truck3) <8) then {box1 attachTo [truck3, [0, -1, 0]]; box1 attachTo [truck3]; detach box1; box2 attachTo [truck3, [-.5, -2, 0]]; box2 attachTo [truck3]; detach box2; box3 attachTo [truck3, [.5, -2, 0]]; box3 attachTo [truck3]; detach box3;} else {hint "too far"}; }; I didn't change the name of the cargo boxes/ammo boxes for the 2nd and third trucks but you'd just put more boxes on the map, name the box4 box5 and box6 and so on. Then change the box numbers in the above script for the second and third trucks to match. I will one day figure out how to do this generically and just pick up unnamed cargo. Okay I forgot the unload.sqf which has been changed to reflect a 2nd truck hauling different cargo from a different place params ["_veh"]; if (truck1 == _veh) then { if ((box1 distance truck1) < 8) then {box1 attachTo [truck1, [0, -9, 0]]; box1 attachTo [truck1]; detach box1; box2 attachTo [truck1, [-.5, -11, 0]]; box2 attachTo [truck1]; detach box2; box3 attachTo [truck1, [.5, -13, 0]]; box3 attachTo [truck1]; detach box3;} else {hint "too far"}; }; if (truck2 == _veh) then { if ((box4 distance truck2) < 8) then {box4 attachTo [truck2, [0, -9, 0]]; box4 attachTo [truck2]; detach box4; box5 attachTo [truck2, [-.5, -11, 0]]; box5 attachTo [truck2]; detach box5; box6 attachTo [truck2, [.5, -13, 0]]; box6 attachTo [truck2]; detach box6;} else {hint "too far"}; }; if (truck3 == _veh) then { if ((box1 distance truck3) < 8) then {box1 attachTo [truck3, [0, -9, 0]]; box1 attachTo [truck3]; detach box1; box2 attachTo [truck3, [-.5, -11, 0]]; box2 attachTo [truck3]; detach box2; box3 attachTo [truck3, [.5, -13, 0]]; box3 attachTo [truck3]; detach box3;} else {hint "too far"}; }; For some reason a base object in the game in an undefined variable reammobox_f. -
Haul Cargo
Alleged Accomplice replied to Alleged Accomplice's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Okay I've come to my senses Get rid of the helipads. I used those cause I saw someone else doing but he was not doing this exactly. So Cargo.sqf is now this if ((box1 distance truck1) < 8) then {box1 attachTo [truck1, [0, -1, 0]]; box1 attachTo [truck1]; detach box1; box2 attachTo [truck1, [-.5, -2, 0]]; box2 attachTo [truck1]; detach box2; box3 attachTo [truck1, [.5, -2, 0]]; box3 attachTo [truck1]; detach box3;} else {hint "too far"}; and the unload.sqf is this if ((box1 distance truck1) < 8) then {box1 attachTo [truck1, [0, -9, 0]]; box1 attachTo [truck1]; detach box1; box2 attachTo [truck1, [-.5, -11, 0]]; box2 attachTo [truck1]; detach box2; box3 attachTo [truck1, [.5, -13, 0]]; box3 attachTo [truck1]; detach box3;} else {hint "too far"}; I forgot I have the truck as a reference for all of it and I can attach the cargo to it then attach again to it and detach it well behind it so its where I want it. -
How to Make Vehicle Crash into something?
Alleged Accomplice replied to donpachiyarou's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Theirs a kamakazi mod/script in the workshop or somewhere. I have it. I'm not sure it would help with this but it might -
Logistics, cargo, trucks and AI (humping and dumping)
Alleged Accomplice replied to stegman's topic in ARMA 3 - QUESTIONS & ANSWERS
What I have used in the past is I have supplies hidden where I want them to be later. I then have a trigger set to show them when a truck gets to a trigger and sits there for a certain amount of time. You can put some boxes in the back of the truck for decoration. Many truck loading and unloading scripts have been made but they are broken by game updates every time so much so that it seems that BI does it on purpose. They damn sure don't care about mods or scripts at all. They made the game for the single player and coop where I guess you can go into some sort of God mode to load and unload that way. I have searched for awhile this week trying to find one that will work and boxloader (you can find it in the workshop) does work but only on very certain things. It will be totally broken by the devs very soon I'm sure. Why didn't they put a way to load and unload easily IN THE GAME. You can go ask them yourself if you like. You'll fine demonstrations on the tube but they are either already broken (if you can find the download) or they are for just their groups use, which is their right. Some guy made a simple script awhile back to load and unload nearby objects, I have it but now the game says it needs another ; ;;;;;;;;;;;;;;;;;;;;;;;;;. What happened? Who knows, he had it working, now it doesn't. I'm sure it has nothing to do with the semi colon cause it has all it needs. -
[Solved] Creating Anti-tank (AT) trenches in Arma 3? How?
Alleged Accomplice replied to kaject's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I still think when I saw a preview video of this game back a long time ago that real craters happened when a shell hit the ground. Then when it came out I was disappointed with that part. -
Simple Suicide Bomber and bomb trucks
Alleged Accomplice posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
A civilian named "beggar1", nothing in his init game logic with triggersname attachto [beggar1,[0,0,0]]; in its init. Yes I named my trigger "triggersname" A trigger named "triggersname" with execvm "bomberboy.sqf" in its activation. Set to either any player, opfor, blufor, resistance, civilain or radio, I tried those. ANYBODY DOES NOT WORK. Radio is fun cause then you have a remote control bomb. Give him waypoints and he can walk till he finds whoever makes his day. Bomberboy.sqf. You know its simple cause I can't code if you remember me from years back. its just, bomb = "Bomb_04_F" createVehicle position beggar1; <---Stole some of that from someone elses script which was much longer. I put the trigger right over the beggar so it starts there. mine is the 10x10. I've read that you don't have to put the trigger right over the guy but I do it just in case I have to do a separate sqf file for every bomber I make cause I can't figure how to make one for all the bombers and if I reuse the one above well they all go off at once even if I name the beggars 1,2,3 ect. Okay the trucks, somewhat the same except that they have an addaction where you can blow them up from some distance, you still die much of the time or while driving it. The problem is their wreck can be set off over and over till it respawns, so I set short respawn times and I have no clue how to set it to be only one sided operation. I have disconnected them from respawn and they still do it. Truck with this in its init car1 addAction ["Set Off Car Bomb", "CarBomb2.sqf"]; carbomb2.sqf is simply this bomb = "Bomb_04_F" createVehicle position car1; I have 3 of these things and they all have their own SQF file associated with it. In the associated respawn module I put in its expression area car1 addAction ["Set Off Car Bomb", "CarBomb2.sqf"]; car2 addAction ["Set Off Car Bomb2", "CarBomb3.sqf"]; I have two cars named in that cause you can ad an addaction to the vehicle's init and I am using that module for several cars. I cannot manage to make myself the bomber I think cause I'm doing the multiplayer thing when I test. I guess if I did custom selectable loadouts I might mange to figure out how to put that in the init of one of them but I doubt that would work. An even simpler bomb car, no sqf file, just blows up but does not respawn. Well it can but it loses its attachment to the trigger. Car named whatever, I named it bomb1. Nothing in its init. Trigger name Trigger2, 10x10, set to opfor, in its activation bomb="Bo_GBU12_LGB_MI10";"Bo_GBU12_LGB_MI10" createVehicle (getPos bomb1); Game logic and in its init trigger2 attachto [bomb1,[0,0,0]]; Drive it around all you want just don't get near any opfor. It will go off empty as well if any opfor approaches I know most of you can do that easy but some of us cannot and if we do manage to do something I think us morons like me should post it. I know there be fixes to make those work better and I invite you to post them. i changed my sig but its not showing LOL -
Simple Suicide Bomber and bomb trucks
Alleged Accomplice replied to Alleged Accomplice's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Last post in this, I will just put the rest in the guide over on steam. No sqf way of doing this, in the init of the vehicle you put this addAction ["set off bomb","trigger1",nil,1,false, true, "true", "(driver vehicle _this isEqualTo _this) && (vehicle _this isKindOf 'car')", 9, false]; and in a trigger synced to the vehicle or vehicles put this none none repeatable, though It worked without that as well condition this in thislist on activation bomb = "Bo_GBU12_LGB" createVehicle (getpos this); Will respawn with a regular respawn module and will still blow up if you put the code above in the expression ling of the module. The only things that might need changed is if you name your trigger something other than trigger1. Still haven't gotten one to work in a soldier selected from the respawn role selection list I figure I'm gonna use that this in thislist thing for other stuff, seems quite handy. -
Simple Suicide Bomber and bomb trucks
Alleged Accomplice replied to Alleged Accomplice's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Okay been a few days but I fixed it to where only the driver can set off the bomb. Some dude wrote a script for an addaction to only be available to the pilot of a chopper if (hasInterface) then { waitUntil {!isNull player}; player addAction ["Play Sound", {[(_this select 1),'Alarm'] remoteExec ["say3D",[0,-2] select isDedicated,false]},nil,1.5,true,true,"","(driver vehicle _this isEqualTo _this) && (vehicle _this isKindOf 'HELICOPTER')",3,false,""]; }; but it was not made to be used in an init I guess cause even after I changed it for a truck it wouldn't work. It also was only made to play a sound. But it had a piece that did make this work and it was the condition "(driver vehicle _this isEqualTo _this) && (vehicle _this isKindOf 'car')" I tried event handlers like Harzach said but I could not get them to work right, he could but I cannot.This is short and to the point anyway. That condition just says true most of the time and until last night I didn't know what it was for cause it always just said true when I saw the code for addaction. So now for trucks or any vehicle only need this addAction ["set off bomb","carbomb12.sqf",nil,1,false, true, "true", "(driver vehicle _this isEqualTo _this) && (vehicle _this isKindOf 'car')", 9, false]; Works as driver everytime you get in the vehicle. I will now work on doing much the same to walking suicide bombers Edit They cannot respawn using a module and keep the init. The THIS << in the code is not allowed in the expression part of the module. Using MGI respawn module will work though and it will keep the init. -
Simple Suicide Bomber and bomb trucks
Alleged Accomplice replied to Alleged Accomplice's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I did not say it was incorrect but moving on. params ["_veh"]; _veh lock 0; if (bob == _veh) then { bomb = "Bomb_04_F" createVehicle position bob; }; if (bill == _veh) then { bomb = "Bomb_04_F" createVehicle position bill; }; if (tom == _veh) then { bomb = "Bomb_04_F" createVehicle position tom; }; You way is way less clunky than what I did after I woke up. Mine works though. I took it from an old truck respawn script but instead of loading them with weapons and ammo I made them into bombs. Since I have so many scripts in that mission folder its named carbomb12.sqf. That old script was borrowed and changed, I have no clue who made it anymore. Wish I had the original. I don't know what it was intended to do originally. It contains the only if statements I have ever made work. I don't know if I will do the driver as the only one who can set off the bomb, you basically have to be inside to set if off with the distance as set. I will be using what you posted in the future cause mine is clunky as hell. Edit I forgot to quote that part which is what I will be using instead of my clunky old SQF file params ["_target"]; private _bomb = "Bomb_04_F" createVehicle position _target; -
Simple Suicide Bomber and bomb trucks
Alleged Accomplice replied to Alleged Accomplice's topic in ARMA 3 - MISSION EDITING & SCRIPTING
My way does work and its simpler to type for morons like me. I don't want you to think I don't appreciate all the smart coders here like yourself, I do, I have used stuff posted here by you and others. But this and your way this addAction [ "title", { params ["_target", "_caller", "_actionId", "_arguments"]; }, nil, 1.5, true, true, "", "true", // _target, _this, _originalTarget 50, false, "", "" ]; from the wiki is not as simple as this car1 addAction ["set off bomb","carbomb2.sqf",nil,1,false, true, "true", "true", 3, false]; And I had to change the way controlic did it cause it didn't work right, those { } were unnecessary I think cause I was setting off a bomb and not using hint there. I don't need those params The wiki and other so called examples rarely use anything useful inside the example. I have no clue what some of that stuff is so the example falls short for idiots like me. Anyway thanks for your addition to this post and many other posts you've made over the years but I kinda have to go my own way and that way is simple as hell 😀. I am trying to fix it to where only the driver can set off the bomb, that will be a good search plus the harder thing which is putting all the bombs in one sqf file. -
Simple Suicide Bomber and bomb trucks
Alleged Accomplice replied to Alleged Accomplice's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ok I fixed the problem of being able to blow the trucks from distance and over and over before they respawn. Someone at controlIC wrote a nice short way of doing addaction code goes like this this addAction ["Full syntax action",{hint "Full syntax action working!"},nil,1,true, true, "true", "true", 10, false]; I saw an that theirs even more variables or whatever to put into the addaction code but its not needed for this. I found others who wrote it up but I think the way they wrote it was meant for some other spot besides the vehicles init which is what this is for. For the trucks using the above format the code I use is this car1 addAction ["set off bomb","carbomb2.sqf",nil,1,false, true, "true", "true", 3, false]; Set the distance 3 meters cause the center of the truck is too far away from the driver to set it like the cars below. You can set it it off from the outside but you have to be very close. Bigger truck, well maybe set it to 3.5 or 4 For cars car9 addAction ["set off bomb","carbomb5.sqf",nil,1,true, true, "true", "true", 1.2, false]; 1.2 is perfect for the distance on the MB 4 wheel drive, the distance has to be adjusted according to the size of the vehicle. One of those trues allows it to respawn though thats not what it says at the BIS Wiki. If its not true then it will not respawn, I forget which one it is. The sqf file stays the same I haven't figured out how to use just one for several bombs so each bomb car has to have its own. bomb = "Bomb_04_F" createVehicle position car1; This is fun, When I stopped messing with the game more than 2 years ago I guess it was cause my wife had just died or was about to and it wasn't fun anymore. Nothing really was. I thought I was gonna like the game still mentioned in my sig but I really don't like it as much as I thought I would. Anyway editing this makes me think, which as I age I need to do to keep myself as sharp as I can be. I will try to figure out or find some short way of making one sqf for all. Some other things might need sorted out -
I won't be playing or editing ARMA anymore after buying Hell Let Loose.
The multiplayer thing is for me. Arma doesn't really have anything but KOTH actually playing multiplayer and it got old, and cause arma doesn't work well with many players it lags and stuff. I will miss editing.
HLL, smooth as silk with 100 players and it looks great. Arma was really never meant for multiplayer and doesn't work well with it. Does great with 12 guys in a coop mission against AI.
Anyway, it was fun for several years, editing and stuff but I was kinda waiting for something like HLL the whole time.
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help for respawn Ai with custom loadouts
Alleged Accomplice replied to Ali walter's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I quit ARMA after buying Hell Let Loose. I won't be editing or doing anything else with it. -
Community Upgrade Project - CUP Terrains
Alleged Accomplice replied to CUP's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks to all who do this. I love editing on them, I don't/haven't published them in quite awhile but I still love doing it and the CUP maps are great to work with. I can always find what I'm looking for. Wanted to thank in both places. -
Community Upgrade Project - CUP Maps 2.0
Alleged Accomplice replied to CUP's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks to all who do this. I love editing on them, I don't/haven't published them in quite awhile but I still love doing it and the CUP maps are great to work with. I can always find what I'm looking for. -
The new beginner is in town
Alleged Accomplice replied to Black_Ice931's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I love this, while I'm testing something else I can stop and watch "Bill" be killed over and over cause I have him in a trigger with his name on it. -
Loadout Script
Alleged Accomplice replied to aDIRTYnurse's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I don't do anything to the init of the soldier. If I respawn on start I don't need to, it loads the loadout from the file. Totally different from my supply vehicle/APC/truck respawn script where the truck has to have it in the init. I did the kind of script you have there. I got the truck script from here in the forums. If you are doing two, four, loadouts on soldiers what your are doing doesn't take too long. I did 24 that way, took some time, then I found out about Ctrl Shift C and it comes out in SQF format and all I might have to do is add the scope/optic in the linked items. I have since figured out that 12 loadouts a side is more than you need LOL. Want to be able to do it like the truck script addmagazinecargoglobal ["uns_ak47mag_NT", 35], would be nice to do, magazines[] = ["uns_ak47mag_NT", 5]. Gonna see if that works, doubt it will.