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TheoneandonlyNOR

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Posts posted by TheoneandonlyNOR


  1. 10 hours ago, Joe98 said:

    How about you place ammo boxes on the ground in a row and fill them with all the gear?

     

    .

     

    I asume you mean the "Object: Equipment Storage" I beleave there must be a easier code. 

     

    I have used: ["AmmoboxInit", [this, true]] spawn BIS_fnc_arsenal;

    But that makes all gear allowed. Cant there be added a remove viper helm or something in the code? or is it all or nothing?


  2. Hello, I wish to try make a good balanced Warlord mission were blufor is USA and opfor is Russia. 

     

    But for the price when it comes to a US rifleman vs Russian rifleman and US M1A1 vs Russian T-72/or T-90 etc... I am kinda stuck at this point.

    Ofc. US A-10 vs Russian Su-25...

     

    EDITED: Each base/HQ start with 30 Command points income. And 43 total sector that can be captured. each 25 CP income and 4 big with 50 CP income. should be arround total 1205CP income if all sector's are captured.

     

    Regards for any help.

    sorry for bad English.


  3. Hello,

     

    I am making a Warlord mission were airplanes and hellie's are a priorrity. BUT. 

    Since I do not know how to add an custom pylon to the aircarft's or hellie's the player's may order, I than wish to make it possible for them to 

    get pylon menu when they got an ammo truck near. 

    I beleave it was possible with ACE mod, but in this case I do not run arma with ACE on. 

     

    In the spoiler the ammo trucks I use for both bluefor and opfor are shown:

    (description.ext)

    Spoiler
    
    				class UK3CB_CW_US_B_EARLY_M939_Reammo // Bluefor ammo truck
    				{
    					cost = 800;
    					requirements[] = {};
    				};
    
    				class UK3CB_CW_SOV_O_EARLY_Gaz66_Ammo // Opfor ammo truck
    				{
    					cost = 700;
    					requirements[] = {};
    				};

     

     

    if there is a code I could paste in thies two ^^^^ codes to make players able to access pylon loadouts for Aircraft's and Helli's it would be great.

     

    in this spoiler I post the aircraft's/helli's for both sides:

    Spoiler
    
    // Bluefor:
    			class Aircraft
    			{
    				class UK3CB_CW_US_B_EARLY_Cessna_T41
    				{
    					cost = 800;
    					requirements[] = { "A" }; // "A" means Aircraft
    				};
    				class UK3CB_CW_US_B_EARLY_UH1H
    				{
    					cost = 1000;
    					requirements[] = { "H" }; // "H" means Helli.
    				};
    				class UK3CB_CW_US_B_EARLY_CH47_LIGHT
    				{
    					cost = 1600;
    					requirements[] = { "H" };
    				};			
    				class UK3CB_CW_US_B_EARLY_UH1H_MED
    				{
    					cost = 1800;
    					requirements[] = { "H" };
    				};
    				class UK3CB_CW_US_B_EARLY_CH47
    				{
    					cost = 2000;
    					requirements[] = { "H" };
    				};
    				class UK3CB_CW_US_B_EARLY_Cessna_T41_Armed
    				{
    					cost = 2000;
    					requirements[] = { "A" };
    				};
    				class UK3CB_CW_US_B_EARLY_CH47_Cargo
    				{
    					cost = 2400;
    					requirements[] = { "H" };
    				};
    				class UK3CB_CW_US_B_EARLY_UH1H_M240
    				{
    					cost = 2500;
    					requirements[] = { "H" };
    				};
    				class UK3CB_CW_US_B_EARLY_UH1H_GUNSHIP
    				{
    					cost = 2800;
    					requirements[] = { "H" };
    				};
    				class UK3CB_CW_US_B_EARLY_C130J
    				{
    					cost = 3000;
    					requirements[] = { "A" };
    				};
    				class UK3CB_CW_US_B_EARLY_C130J_CARGO
    				{
    					cost = 3500;
    					requirements[] = { "A" };
    				};
    				class rhs_l159_cdf_b_CDF
    				{
    					cost = 3500;
    					requirements[] = { "A" };
    				};
    				class UK3CB_CW_US_B_EARLY_AH1Z
    				{
    					cost = 3500;
    					requirements[] = { "H" };
    				};
    				class UK3CB_CW_US_B_EARLY_AH1Z_CS
    				{
    					cost = 3800;
    					requirements[] = { "H" };
    				};
    				class UK3CB_CW_US_B_EARLY_AH1Z_GS
    				{
    					cost = 4000;
    					requirements[] = { "H" };
    				};
    				class UK3CB_AAF_B_Gripen
    				{
    					cost = 4000;
    					requirements[] = { "A" };
    				};
    				class UK3CB_CW_US_B_EARLY_A10
    				{
    					cost = 4500;
    					requirements[] = { "A" };
    				};
    				class UK3CB_CW_US_B_EARLY_A10_CBU
    				{
    					cost = 4800;
    					requirements[] = { "A" };
    				};
    				class UK3CB_CW_US_B_EARLY_A10_AT
    				{
    					cost = 5000;
    					requirements[] = { "A" };
    				};				
    			};
    
    // Opfor:
    
    			class Aircraft
    			{
    				class UK3CB_CW_SOV_O_EARLY_Antonov_AN2
    				{
    					cost = 800;
    					requirements[] = { "A" };
    				};
    				class UK3CB_CW_SOV_O_EARLY_Mi8AMT
    				{
    					cost = 1000;
    					requirements[] = { "H" };
    				};
    				class UK3CB_CW_SOV_O_EARLY_Antonov_AN2_Armed
    				{
    					cost = 1200;
    					requirements[] = { "A" };
    				};
    				class UK3CB_CW_SOV_O_EARLY_Mi8
    				{
    					cost = 1300;
    					requirements[] = { "H" };
    				};
    				class UK3CB_CW_SOV_O_EARLY_Antonov_AN2_Armed_Bombs
    				{
    					cost = 1500;
    					requirements[] = { "A" };
    				};
    				class UK3CB_CW_SOV_O_EARLY_Mi8AMTSh
    				{
    					cost = 2000;
    					requirements[] = { "H" };
    				};
    				class UK3CB_CW_SOV_O_EARLY_Mi_24V
    				{
    					cost = 2500;
    					requirements[] = { "H" };
    				};				
    				class UK3CB_CW_SOV_O_EARLY_Mi_24P
    				{
    					cost = 2800;
    					requirements[] = { "H" };
    				};				
    				class UK3CB_CW_SOV_O_EARLY_MIG29SM
    				{
    					cost = 3000;
    					requirements[] = { "A" };
    				};				
    				class UK3CB_CW_SOV_O_EARLY_MIG29S
    				{
    					cost = 3500;
    					requirements[] = { "A" };
    				};				
    				class UK3CB_CW_SOV_O_EARLY_Su25SM
    				{
    					cost = 4000;
    					requirements[] = { "A" };
    				};				
    				class UK3CB_CW_SOV_O_EARLY_Su25SM_Cluster
    				{
    					cost = 4200;
    					requirements[] = { "A" };
    				};				
    				class UK3CB_CW_SOV_O_EARLY_Su25SM_CAS
    				{
    					cost = 4300;
    					requirements[] = { "A" };
    				};				
    				class UK3CB_CW_SOV_O_EARLY_Su25SM_KH29
    				{
    					cost = 4500;
    					requirements[] = { "A" };
    				};				
    			};

     

     

    regards for all help. and sorry for not fully understand (yet) how to script. 😞 

    Sorry for bad English.


  4. 21 minutes ago, dreadedentity said:

    There are a couple issues:

    1. You have a variable "_West3" but when you use it in the command you dropped the underscore "_", it is important and part of the variable
    2. You are mixing the regular syntax and alternate syntax together, they are distinct
    3. Some syntax problems
    
    West3 createUnit ["UK3CB_CW_US_B_LATE_SL", getMarkerPos "WS", West3, [], [], "CORPORAL"];   <---- Both(?) syntax smashed together.
    ^                                                              ^     ^   ^     ^                  I will pretend it is regular syntax
    1                                                              2     3   4     5
      
    1. Should be _West3
    2. This should be an array of markers or []
    3. Should be a number
    4. Should be one of "NONE", "CAN_COLLIDE", "CARGO"
    5. This parameter is extra and should be removed
      
    West3 createUnit ["UK3CB_CW_US_B_LATE_AT", getMarkerPos "WS", West3;    <--- Cant tell which syntax this is
    ^                                                                  ^^
    1                                                                  23
    
    1. Should also be _West3
    2. Forgot ]
    3. Not enough parameters for either syntax

    Here is what I think you are trying to do, using the parameters you've supplied:

    
    _West3 createUnit ["UK3CB_CW_US_B_LATE_SL", getMarkerPos "WS", [], 0, "NONE"];  <-- Normal syntax
    "UK3CB_CW_US_B_LATE_AT" createUnit [getMarkerPos "WS", _West3, "", 0.5, "CORPORAL"]; <-- Alternate syntax

    Let's start by getting the units to spawn, then you can move on to trying to get them to re-spawn

     

    So sorry not to spesify. 

     

    I tried first make with "West3" in all.. And not "_West3" and than forgot to change it. 🙂

     

    The markers "[ ]" I did like this because I only wanted the skill of the unit. And it says on creatUnit that the other is optimal and for that I used "[ ]" because it could be default.

     

    The syntax .... , getMarkerPos "WS", West3; Was me trying to create a unit that spawned at marker "WS" and was in the group "West3". 

     

    The two you think I was refearing to are correct. 

    But thats just for one single unit. And it has no custom loadout. Were do I put that in?. 

    And should I just do the syntaxt again to get more unit's in the group? or is there a workarround?.

     

    Thanks allot so far


  5. Hello,

     

    Before I start, I just want to say that. I have tried google this and search on BIS forum, but one word wrong and you find something that is not relevant. And for that I just post a new topic. Sorry if this topic allrdy out there somewere. (please post a link to it if there is.)

     

    I am trying to figure out how to make my own custom unit's and group them. 

    in this case I been using initServer.sqf file.

     

    In the spoiler is what I done so far. Yes I kinda know its wrong because I tested it. (sorry for not using Vanilla units in this matter)

    Spoiler
    
    private _West3 = createGroup West;
    
    West3 createUnit ["UK3CB_CW_US_B_LATE_SL", getMarkerPos "WS", West3, [], [], "CORPORAL"];
    West3 createUnit ["UK3CB_CW_US_B_LATE_AT", getMarkerPos "WS", West3;
    West3 createUnit ["UK3CB_CW_US_B_LATE_AT_ASST", getMarkerPos "WS", West3;
    West3 createUnit ["UK3CB_CW_US_B_LATE_MD", getMarkerPos "WS", West3;
    West3 createUnit ["UK3CB_CW_US_B_LATE_MK", getMarkerPos "WS", West3;
    West3 createUnit ["UK3CB_CW_US_B_LATE_RIF_1", getMarkerPos "WS", West3;
    
    West3 = [getMarkerPos "WS", West, (West3)] call BIS_fnc_SpawnGroup;

     

     

    So what I want to make is.

     

    xx amount of groups on West and East side. 

    name of groups West1-xx and East1-xx 

    Some group's with Vehicle/'s and some without. 

    I allso wish to edit their gear as-well.

     

    After they are made, they should spawn at a marker when mission start. And when they are "!!alive", they hsould respawn. (garbage collecting will ofcourse be on so courpses etc gets deleted)

     

    Now what should I do to make it? 

     

    PS! Been reading on createUnit, createGroup, BIS_fnc_SpawnGroup but cant quite understand. 

     

    Sorry for bad English and newbie scripter. =D

    Regards.

    • Like 1

  6. @wogz187 - Looks good, but still not quite same. I wont have the level up system all tought it could be nice. and I am not sure if that is just a skin or that he changed the collor for unit's tab to the left. But I will go for vanilla when it comes to the unit tab on the left when in zeus. And it looks like much of hes work are done by modules. I will try not to use so much of that. Since I heard modules takes more server load than script's does. (if still is a issue I do not know.) 

     

    So what I can see he got that I need is..

    Build restriction. So cant build outside own base. 

    I cant see he got any cash system in his video. Looks like all is based on leveling up. and Units respawn if die's. Not something I want.

     

    9 hours ago, ZaellixA said:

    @TheoneandonlyNOR believe me when I say that these balancing issues are quite minor compared to structuring and coding the whole conversion (as wogz187 called it). There are many games and/or mods (Elite mod for Warhammer 40K Dawn of War 2 is a very good example) that constantly tweak their balancing. It is quite hard to find the "absolute balance" for a game/mode but I strongly believe that this is something you should consider in a later stage of the development.

     

    As wogz187 said, we'll be here to help in the best of our ability, so please don't hesitate to contact us again at any stage of the development. And to conclude this short post of mine, even if you never manage to finish this project, I am sure there's a whole lot of knowledge and other hard and soft skills to get from giving a try.

     

    I will surely be around to see it happening 🙂!

    I am not even close to figure out the balance, not to worry. Right now I am working on template's for it. Were to start and how to finish. I figured out that Money system should be the first thing to start with. So right now I am looking at different topics and youtube's for how to make money script nearlly as I want it to be. But surley no one have made money system like I want it... Well that I have found yet.

     

    Regards for the nice comfort! ❤️ 

    PS. I just got free week. AND dumbest goal ever.... Finish untill weekend!! 😃 (at least one part of the mission.) xD

    • Like 2

  7. What I truly need first before I can even start all this... 

     

    I use Sublime text. After reinstall my PC I lost the SQF build or highlight syntex what its now called... I found the package in Github JonBons .

    But still when I go to Tools -> Build System the SQF build still does not show up. 

     

    how to fix this?

     

    Edited - NvM I got it to work. But still not showing in Build System.

     


  8. @ZaellixA - Well I will probably not write on paper as I am much faster writing on the pc and will do it there.. I gladly will thank you for actully say that this is not impossible just really hard since I have no experiance about this. 

    What I prob. wont be able to figure out is how to make it balance when it comes to the sectors for the mission. I believe like it was on my template blufor have an disadvantage due to the distance from middle of all sectors and the other sides.

    edited - And how much the cost of units etc should be as-well.

     

    @pierremgi - So on "FIND OR OFFER EDITING" page. I really dont know were to search there. Cuz I really not sure yet were to start. Should I place everything in the editor first than start scripting or just start script first than do editor after.

    Gunter's Page. You say tools for me. Is this tool mods? or just how to make AI work for this mission? I se mutch are about AI on that page. I think the MP pvp should get completed first before starting with AI in this matter.

     

    BUT anywais thanks for telling me that this is actully possible to make. I will start right away to figure how and what to make this come true. ❤️ 

    • Like 1

  9. Hello, 

     

    I have seen on Google and Steam Workshop and I found something almost the same as my idea. But still not the same sadly. 

     

    General info:

    First of all.  I am not a script person so for this mission it will be impossible for me to complete it without help. (allot of help)

    This mission will mostly be working with script's and coding. For thows who knows how please help me/us.

    I can help by typing class names for all that gona be in play for this mission.

    This is not like Warfare or Warlord. Here the commanders must die to be victorius.

     

    Main Objective:

    Kill the (playable) Commander's and conquer sectors for ressources (cash). 

    Do not die.

     

    How to play this mission:

    You start of as an commander for one of the sides. You will start with xxx cash (Starting founds) and will recieve xxx time cash for just staying alive.

    On the map there is sectors your mission is to capture sectors to get more time cash to purchase units.

    You will be in Zeus mode mostly of the time (reason for calling it RTS) Purchasing units and buildings. 

    You will see that you only have xxx meters arround you were you can put down ure units and buildings. First thing you would like to do is to build a building that you can hide inside, so you are not in the opening.

    You will than have to purchase units to do your dirty work. You should start off by building Light vehicle HQ so you can purchase (empty)vehicle for your units. Ofcurse build a Barracks HQ to get more advanced units as-well.

    You will be able to see on map the enemy base is, they can see yours as-well. Once you get enugh foundings you should go to war!. Order the men to infiltrate the enemy base and find the bastard commander to kill him.

    When all enemy commanders are dead, you win.

    If you get killed and friendly commander still alive he can buy you a new life for xxx cash. But this mostly wont happen due to every commander are in their same base. (one base for Blufor, Opfor and Independent) Base area most likley 2-500m big.

     

    Template picture:

    https://prnt.sc/vbjuv4

     

    - Yellow circle = Sectors

    - Blue Rectangle = Blufor Base

    - Red Rectangle = Opfor Base

    - Green Rectangle = Independent Base

     

    This Mission:

    I will need .sqf files but I do not know what kind.

     

    So What I need help with?

    - Cash system script //Were I can just type in class name for unit, vehicle etc... And xxx how much it will cost.

    - Cash engine //how to use the cash. Need building to get new units. If a commander dies than friendly commander can buy him a new life.

    - Build system //Start by only be able to buy Barracks HQ and Light Vehicle HQ. Than maybe an Arsenal so Zeus can research Heavy Vehicle HQ and Airfield HQ. Must have Arsenal to edit units (use arsenal on units)

    - Zeus Restriction's //So the Zeus cant deploy units outside Base, can only give orders outside. Zeus remote control can be acessed when buildt an Radio Tower (use arsenal to research it) Enemy units close in makes Zues unable to place units.

    - Blacklist for units etc. //Parrameter will be used here. Blacklist units for Faction selected on Parrameter.

    - Whitelist for units etc.// Parrameter will be used here. Whitelist more than one Faction for a side.

    - Default Faction on Parrameters // Nato, IAF and AAF. Have RHS mod? Can chose different factions.

    - Sector system // Make Sector a cash income and sector have guards.

    - Man pop limit // Make Zeus not able to spawn more than xxx total units, Vehicles and Buildings. All seperate and can edit total in parameters. (buildings have one total limit, Vehicle have one and Units.)

    - Heal system // In Base run Full heal script every xxx sek to heal etc units. Can use parameters to decide how long time. (This will be best if 1 minute are the mimium limit.)

    - Repair system // Build a Repair vehicle to start Repair script. Repairs all Vehicle and Structures after xxx sek. (Same as above minium limit 1 minute. Parameter option.)

    - AI Commanders // This is a LONG shoot. But when and if this is possible than I say thank you! But focus first on MP.

    - Every Start has same Base spot but Side's can randomly rotate on every new game.

    - to be cuntiniued...

     

    Mod compatible?

    Yes this mission should have Parrameters that makes you able to decide wich Faction Blufor, Opfor and Independent should be. (RHS mod for an example.)

    Weapons and items well Yes. There will be possible for some weapons. Depend if make unit's gear free or make some popular weapon mod like NIarms avaible.

    Work with WW2 mod? Lets just be able to finish Standard first before this point.

     

    Like this idea of mission?

    Now I do not know if this mission can even be built or if Server can handle it without lagg. 

    But lets say it is possible to make this mission, than please leave a like and if you want to help me with this I will really apreciate it!!! I beleave this mission can make arma a new level of experiance.

     

    PS!

    Sorry for bad english! And PM me or add me on steam if interested. 

     

    Regards!


  10. Hello, I have the thrustmaster full pack (T-rudder, Throttle HOTAS and Joystick HOTAS) 

     

    When I try setup my throttle to the collective on the helicopter controles (analog) It seems that 0 to -100 has no effect what so ever. wich means half of my throttle are unuseable xD.

    Is there something I have done wrong? Can I change that -100 is 0 ? 

     

    Right now I use my Z+ to collective up (Analog) and Z- to collective down (Analog) and thanks that I got Z1 too I use Z1+ and Z1- the opesit for the Z axis. with this I can just increas the Z1 with like -100 to -80 and than use the whole Z axis for up and down..

    BUT this is really pain when its not common keybind to have.

     

    Regards 

     

    PS: readed this: 

     but seems like they didnt find the answer I was looking for there.


  11. 1 hour ago, pierremgi said:

    Convoy:

     

    No. You can't override the presence (false/true or %) you set in the editor. Nor with a trigger, neither a script in scenario. You probably did something else you didn't remember.

     

    Convoy:

    A convoy is usually OK until it falls into combat. At this stage, they are many possibilities according to vehicle ability to move, infantry embarked group(s) disembarking...

    The setting of a convoy should be:

    - link vehicle to leader vehicle, one by one in good order;

    - group set to staggered column (mandatory), speed limited, behaviour SAFE (if you want gunners to react).

    +

    - in init field of all vehicles: if isServer then {driver this disableAI "autoCombat"; this setConvoySeparation 30}; // 30 is an example

    Make sure you apply all this stuff at the right place (it's easy to make a mistake and apply that to embarked group!, if any)

     

    If an infantry group is just "embarked" (no waypoint), it finally disembark in combat but will never re-embark.

    That's for land vehicles. Helicopters are harder to manage.

     

    Okay, than it prob. been simulation activate.. 

     

    The convoy I done now. are not even in group. first car in front has speed to slow and safe. Same with the transport vehicle and the car behind. They have 1 guard point (activate with trigger.. ) -> 2 Move waypoint (were they set to slow and safe) -> 3 first car have seek and destroy, second car have guard (trigger area synced) and the transport vehicle have Unload Transport. The squad in the transport have only 1 waypoint that is seek and destroy (I believe they wont do that waypoint before they get unloaded.)

     

    Another thing just came up.

     

    Our mission is to kill 2 general's and than move to safe zone than get helli to evac. us... I set 2 waypoints "destroy" on each general's and than a move waypoint to the evac zone. Than a "Get in Nearest". Now ofc I wish to be needed to throw smoke to signal the helli. But that does not have to be done. I need to know how to get the chopper to land and pick us up than leave.. What I have done is set a trigger that need to be activated after the 2 general's are dead. how to do this?

     

    The trigger should than activate the chopper that will then move to the evac site and land to pick us up or wait for us there and than leave when we are inside. 

     

    regards for all help so far!


  12. 3 hours ago, JohnKalo said:

    1.

    Can that happen? They do not exist. Maybe hide them and disable their simulation or something.

    2.

    Drivers in CARELESS moving at slow with the disembark waypoints for the HMGs to have the units not in the transport vehicle condition.

    3.

    For spotting this in the iniPlayerLocal.sqf

    
    player setUnitTrait ["camouflageCoef", ("PARAM_CAMO_coef" call BIS_fnc_getParamValue )/ 10];
    player setUnitTrait ["audibleCoef", ("PARAM_Hear_coef" call BIS_fnc_getParamValue )/ 10];

    For flashlights:

    4.

     

    5.

     

    And politely speaking most of the above was found with a very simple google search. The others I have used personally. So maybe you could try helping yourself that way :scratchchin:

     

    Thanks for this, it will really help me allot.

     

    Well for the first question about the condition of presence with help of the trigger. I know this is possible cuz I made this before. Its just that its over a year or so I did this so I do not remember how.

    I had everything on a folder (Arma 3 Stuff) But all that is lost due to my stupidity of formating my computer. xD

     

    Cuz if presence is set to "False" you should be able to turn that arround with the trigger. I believe I made this happen due to something I wrote in the activation init for the trigger. But I do not remember what that was.

    • Like 1

  13. Hello,

     

    I am making a mission for me and some friends, but since its long time I done this I do not remember it all...

     

    What I need to know:

    1. How to activate units that has "false" in their condition of presence. with help of trigger.

    2. I want a convoy (3 vehicles) drive on road to unload troops (1 transport vehicle) and 2 HMG car's guard area. How to set this up? (with waypoints and no scripting)

    3. Make AI not use any NVG's and flashlight turned on... (night mission). Allso make their spotting skill low so they most likley wont see any1 coming before they are lighting up.  ( can use script here if unit init wont help.)

    4. players go in kill target/target's and than get new objective to leave area with help of helli transport or plane. (airfield are close by. But if helli than player use green smoke to signal it.)

    5. Searchlights!!! how to make AI use them or/and how to make them be turned on at all time. Maybe also do a rotation from 90* , 0* , -270*.

     

    Tanks in advance for all the help I can get.

    Have a good weekend! 🙂 


  14. This does not look like what I want no. Here is what I have tried so far.

    Spoiler
    
    	// Vehicles
    	class B_NorwayArmy_Jackal_2HMG_Woodland : UK3CB_BAF_Jackal2_L2A1_W_Tropical_OCimport_02 {
    		author = "Jebby";
    		scope = 2;
    		scopeCurator = 2;
    		displayName = "Jackal 2 HMG Woodland";
    		side = 1;
    		faction = "B_NorwayArmy_Woodland";
    		crew = "B_NorwayArmy_Rifleman_Woodland";
    
    		class Turrets : Turrets {
    			class L111A1_MainTurret : L111A1_MainTurret { gunnerType = "B_NorwayArmy_Rifleman_Woodland"; };
    			class L7A2_1_Turret : L7A2_1_Turret { gunnerType = "B_NorwayArmy_1IC_Woodland"; };
    			class Right_Passenger_Cabin : Right_Passenger_Cabin { gunnerType = ""; };
    			class Left_Passenger_Cabin : Left_Passenger_Cabin { gunnerType = ""; };
    		};
    
    		class EventHandlers : EventHandlers {
    			class CBA_Extended_EventHandlers : CBA_Extended_EventHandlers_base {};
    			class ALiVE_orbatCreator {
    				init = "if (local (_this select 0)) then {_onSpawn = {sleep 0.3; _unit = _this select 0;};_this spawn _onSpawn;(_this select 0) addMPEventHandler ['MPRespawn', _onSpawn];};";
    			};
    		};
    
            class TransportMagazines { //HERE IS THE PROBLEM!!!!!!!!!!!!!
                    class _xx_ACE_30End_556x45_Stanag_Mk318_mag {
                        magazines = "ACE_30End_556x45_Stanag_Mk318_mag";
                        count = 1;
                    };
                    class _xx_rhsusf_100Rnd_762x51_m62_tracer {
                        magazines = "rhsusf_100Rnd_762x51_m62_tracer";
                        count = 1;
                    };
                    class _xx_MRAWS_HEAT_F {
                        magazines = "MRAWS_HEAT_F";
                        count = 1;
                    };
                    class _xx_MRAWS_HE_F {
                        magazines = "MRAWS_HE_F";
                        count = 1;
                    };
            };
    
            class TransportWeapons { //HERE IS THE PROBLEM!!!!!!!!!!!!!
                    class _xx_SMA_HK416CUSTOMvfgB {
                        weapons = "SMA_HK416CUSTOMvfgB";
                        count = 1;
                    };
                    class _xx_launch_MRAWS_olive_rail_F {
                        weapons = "launch_MRAWS_olive_rail_F";
                        count = 1;
                    };
            };
    
            class TransportItems { //HERE IS THE PROBLEM!!!!!!!!!!!!!
                    class _xx_ACE_elasticBandage {
                        names = "ACE_elasticBandage";
                        count = 1;
                    };
                    class _xx_ACE_EarPlugs {
                        names = "ACE_EarPlugs";
                        count = 1;
                    };
                    class _xx_ACE_epinephrine {
                        names = "ACE_epinephrine";
                        count = 1;
                    };
                    class _xx_ACE_morphine {
                        names = "ACE_morphine";
                        count = 1;
                    };
                    class _xx_ACE_packingBandage {
                        names = "ACE_packingBandage";
                        count = 1;
                    };
                    class _xx_ACE_tourniquet {
                        names = "ACE_tourniquet";
                        count = 1;
                    };
            };
           	// custom attributes (do not delete)
    		ALiVE_orbatCreator_owned = 1;
    	};

     

    Look at "//HERE IS THE PROBLEM!!!!!!!!!!!!!" 

    Anyways this code works:

    Spoiler
    
                   class TransportMagazines { //Well this does not work!!!
                    class _xx_30Rnd_556x45_Stanag {
                        magazine = "B_556x45_Ball"; 
                        count = 10;
                    };
                };
    
                class TransportWeapons { //This works!!!!
                    class _xx_arifle_TRG20_F {
                        weapon = "arifle_TRG20_F";
                        count = 2;
                    };
                };
    
                class TransportItems { //This Works!!!
                    class _xx_FirstAidKit {
                        name = "FirstAidKit";
                        count = 20;
                    };
                    class _xx_Medikit {
                        name = "Medikit";
                        count = 1;
                    };
                };

     

     

    So I wounder why does this work but not the code I have made?.

     

    LOL EDITED!!! I THINK I SEE WHY NOT... MY CODE I HAVE "weapons/magasines/names" 

    and in the one that works it is "weapon/magasine/name" I will TEST this right away.

     

    Didnt see it untill now I am blind. xD

    I come back if this works!!!!!

     

    Got it workin!!! This code worked:

    Spoiler
    
            class TransportMagazines {
                    class _xx_ACE_30Rnd_556x45_Stanag_Mk262_mag {
                        magazine = "ACE_30Rnd_556x45_Stanag_Mk262_mag";
                        count = 20;
                    };
                    class _xx_rhsusf_100Rnd_762x51_m62_tracer {
                        magazine = "rhsusf_100Rnd_762x51_m62_tracer";
                        count = 15;
                    };
                    class _xx_MRAWS_HEAT_F {
                        magazine = "MRAWS_HEAT_F";
                        count = 5;
                    };
                    class _xx_MRAWS_HE_F {
                        magazine = "MRAWS_HE_F";
                        count = 5;
                    };
            };
    
            class TransportWeapons {
                    class _xx_SMA_HK416CUSTOMvfgB {
                        weapon = "SMA_HK416CUSTOMvfgB";
                        count = 5;
                    };
                    class _xx_launch_MRAWS_olive_rail_F {
                        weapon = "launch_MRAWS_olive_rail_F";
                        count = 2;
                    };
            };
    
            class TransportItems {
                    class _xx_ACE_elasticBandage {
                        name = "ACE_elasticBandage";
                        count = 15;
                    };
                    class _xx_ACE_EarPlugs {
                        name = "ACE_EarPlugs";
                        count = 5;
                    };
                    class _xx_ACE_epinephrine {
                        name = "ACE_epinephrine";
                        count = 10;
                    };
                    class _xx_ACE_morphine {
                        name = "ACE_morphine";
                        count = 10;
                    };
                    class _xx_ACE_packingBandage {
                        name = "ACE_packingBandage";
                        count = 15;
                    };
                    class _xx_ACE_tourniquet {
                        name = "ACE_tourniquet";
                        count = 10;
                    };
            };

     

     


  15. Hello,

     

    My Unit wish me to add/edit the Vehicles inventory to have our Unit gear, weapons(included launchers) and Mags.  etc. 

    So I am unsure what to do here since our vehicles are copied from another faction(used ALIVE). So do I need to edit the loadout from the original Vehicles or can I do it with the one's we made?

    In case either of them. How?

     

    I prob. just need an example rest I will probly be able to fix myself.

     

    Regards. 

    Sorry for my bad English.

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