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Alleged Accomplice

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Everything posted by Alleged Accomplice

  1. Alleged Accomplice

    RESPAWN Modules

    I don't know why I posted that here so now its gone
  2. Alleged Accomplice

    Eden - Retain custom spawn loadouts after respawn

    I know those other ways may work but this is simpler and it works with so little text editing. This is in your description.ext file respawnTemplates[] = {"MenuInventory","MenuPosition"}; This is in your initplayerlocal.sqf file [player, [missionnamespace, "virtualinventory"]] call Bis_fnc_saveinventory; This is in your onplayerrespawn.sqf [player, [missionnamespace, "virtualinventory"]] call Bis_fnc_loadinventory; You make sure you click save loadout in the multiplayer section of you missions attributes drop down while editing. Place soldiers on the battlefield, edit their loadout in arsenal, save it or not in arsenal, I save so they can be reused. Save the scenario after leaving arsenal and you are done creating loadouts. If you go back and change the loadout or make even more loadouts to choose from make sure you save. Those loadouts are now saved in the scenario as long as those files above are in your mission folder. You don't even have to care what the soldier started out as when you placed them. After editing his loadout double click him and in the role portion of his attributes you can put a name or even a fairly long description of his loadout so people know what they are getting when they choose it in the lobby. It will throw an error that is meaningless, I think it is because the menu inventory has no other inventories to choose from and the inventory shown is wrong. It doesn't matter you've named or described the the loadout in the role slot of his attributes. I got most of this from one of SayUnkl's videos on youtube. And now I link to my new problem. Vehicle respawn module problem
  3. Alleged Accomplice

    Custom Loadout Script

    This is much simpler That way works but this is simpler and it works with so little text editing. This is in your description.ext file respawnTemplates[] = {"MenuInventory","MenuPosition"}; This is in your initplayerlocal.sqf file [player, [missionnamespace, "virtualinventory"]] call Bis_fnc_saveinventory; This is in your onplayerrespawn.sqf [player, [missionnamespace, "virtualinventory"]] call Bis_fnc_loadinventory; You make sure you click save loadout in the multiplayer section of you missions attributes drop down while editing. Place soldiers on the battlefield, edit their loadout in arsenal, save it or not in arsenal, I save so they can be reused. Save the scenario after leaving arsenal and you are done creating loadouts. If you go back and change the loadout or make even more loadouts to choose from make sure you save. Those loadouts are now saved in the scenario as long as those files above are in your mission folder. You don't even have to care what the soldier started out as when you placed them. After editing his loadout double click him and in the role portion of his attributes you can put a name or even a fairly long description of his loadout so people know what they are getting when they choose it in the lobby. It will throw an error that is meaningless, I think it is because the menu inventory has no other inventories to choose from and the inventory shown is wrong. It doesn't matter you've named or described the the loadout in the role slot of his attributes. I got most of this from one of SayUnkl's videos on youtube. And now I link to my new problem. Vehicle respawn module problem.
  4. I know this topic is old and Larrow's way works but this is simpler and it works with so little text editing. This is in your description.ext file respawnTemplates[] = {"MenuInventory","MenuPosition"}; This is in your initplayerlocal.sqf file [player, [missionnamespace, "virtualinventory"]] call Bis_fnc_saveinventory; This is in your onplayerrespawn.sqf [player, [missionnamespace, "virtualinventory"]] call Bis_fnc_loadinventory; You make sure you click save loadout in the multiplayer section of you missions attributes drop down while editing. Place soldiers on the battlefield, edit their loadout in arsenal, save it or not in arsenal, I save so they can be reused. Save the scenario after leaving arsenal and you are done creating loadouts. If you go back and change the loadout or make even more loadouts to choose from make sure you save. Those loadouts are now saved in the scenario as long as those files above are in your mission folder. You don't even have to care what the soldier started out as when you placed them. After editing his loadout double click him and in the role portion of his attributes you can put a name or even a fairly long description of his loadout so people know what they are getting when they choose it in the lobby. It will throw an error that is meaningless, I think it is because the menu inventory has no other inventories to choose from and the inventory shown is wrong. It doesn't matter you've named or described the the loadout in the role slot of his attributes. I got most of this from one of SayUnkl's videos on youtube. And now I link to my new problem. Vehicle respawn module problem
  5. You put this in the expression part of the sector [_this select 2, -1700] call bis_fnc_respawntickets; I did this backwards, using 2 and putting a minus sign in front of the number of tickets to be taken away from the side losing the sector but you could just change to this to 1, take out the minus to add tickets to the side taking the sector. I got this from someone else off of youtube. [_this select 1, 1700] call bis_fnc_respawntickets;
  6. Alleged Accomplice

    help for respawn Ai with custom loadouts

    This should work even though you are playing coop and respawning on AI and this a multiplayer thing I'm quoting. I posted this elsewhere and just picked the parts out that I thought would help you. It is the simplest way I've seen to make custom loadouts and save them without a bunch of files having to be created. You can quickly make 200 or custom loadouts in the editor, in arsenal, not even saving them in arsenal and and as long as you do what is written above, like saving the scenario and clicking save loadouts in the multiplayer drop down in the editor they will be there. I do think you should save them in the arsenal so they can easily reused in the next scenario. I know all of this because of SayUnkl. I don't know if he is still doing ARMA3 or not.
  7. Alleged Accomplice

    [SOLVED] Respawn delay as parameter

    If this is multiplayer you use the attributes drop down in the editor, select multiplayer and down there is a respawn delay setting. Single player? I haven't seen a way to respawn in that, its either coop or multiplayer with your own computer acting as server.
  8. Old topic I know but I am using Redphoenix's way of doing individual custom loadouts on a multiplayer PvP battle. I am getting hung up trying to add backpacks and helmets to the loadouts.hpp. It always throws an error. I think I am not adding these items correctly, everything else works perfect. I just replace what Redphoenix put in his loadouts with what I want in mine (WWII IFA lite stuff) and of course making a initServer.sqf file like Savage said. I don't see backpacks and helmets in Redphoenix's loadout and I've looked through all the hpp files I can, apparently the wrong ones, to see how those things are added. Ok I got the backpack but the helmet won't work
  9. I don't know if I will ever get this right Larrow but thanks, me getting is wrong is my fault. When I look at it it looks like it will work in multiplayer. Edit: It works its just I have to separate the loadouts east and west. Right now all my loadouts that I have saved in the arsenal are available to both sides
  10. Alleged Accomplice

    Zeus with unrestricted abilities

    Good info but for the life of me I can't find the preview button in the 3d/eden editor
  11. Alleged Accomplice

    Vehicle and player safezone?

    Make 20 of them or 40 with copy and paste then select all 40, copy and paste again, 40 at once, now you can easily make the safe zone as big as it needs to be without having problems with anti hack. Make them into a big square blob, copy and paste the blob till its the size you want. Then select all and make them invisible so you don't have to see that pink. I found all but one of the safe zone scripts did the job after you drove into them and they worked on players who spawned into them but a vehicle that spawns into any of the safe zones is not protected until it leaves and then comes back. The other script made the vehicles indestructible everywhere, I don't know how it did it. I think I figured out why for the other scripts. Every vehicle in ARMA is spawned before any script you use runs, even the vehicles you use show/hide on, they are still there. You on the other hand spawn in later so the script has run. I don't make missions, don't care for coop/AI, I am trying to make multiplayer battles so that is what this pertains to. I assume it would still be true with missions.
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