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The Orders Master

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About The Orders Master

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  1. I made a Zeus Mission Template for our Arma 3 Unit. In the Parameters of the Mission I can force all players to join a specific side whenever they join. I added this because i didn't want a mission file for every side. However, players who switched sides now show up twice in the scoreboard. So i've been trying to find a way of removing players entirely from the scoreboard if they are either no longer connected or if they changed sides. Any help would be very much appreciated, even if it's just "you can't". 😛
  2. The Orders Master

    script to automatically set loadouts for all blufor

    Oooooh, yeah makes sense. Thank you so much for the quick reply.
  3. So I've been trying to write a script to automatically set loadouts for any units on the blufor side, so i wouldn't have to set the loadout every time i switch some stuff around in the Mission. The Script also checks what type of unit it is (e.g. "B_Soldier_SL_F") and selects a loadout accordingly. This is my script so far: params [["_this", objNull, [objNull]]]; removeAllWeapons _this; removeAllItems _this; removeAllAssignedItems _this; removeUniform _this; removeVest _this; removeBackpack _this; removeHeadgear _this; removeGoggles _this; _this setSpeaker "Male05ENGB"; _this setFace selectRandom ["WhiteHead_03", "WhiteHead_14", "WhiteHead_04"]; switch (typeOf _this) do{ case "B_Soldier_SL_F"; case "B_Soldier_TL_F": {call FNC_Leader;}; case "B_Soldier_F": {call selectRandom [FNC_Soldier_FAL, FNC_Soldier_LEE, FNC_Soldier_LEE];}; case "B_Sharpshooter_F": {call FNC_Sharpshooter;}; case "B_medic_F": {call FNC_Medic;}; }; exit; FNC_Leader = { //Add Weapons _this addWeapon "CUP_arifle_SR3M_Vikhr"; _this addPrimaryWeaponItem "CUP_30Rnd_9x39_SP5_VIKHR_M"; _this addWeapon "CUP_hgun_Colt1911"; _this addHandgunItem "CUP_7Rnd_45ACP_1911"; //Add containers _this forceAddUniform "U_BG_Guerrilla_6_1"; _this addVest "V_HarnessO_brn"; //Add binoculars _this addWeapon "Binocular"; //Add items to containers for "_i" from 1 to 2 do {_this addItemToUniform "FirstAidKit";}; _this addItemToUniform "CUP_7Rnd_45ACP_1911"; for "_i" from 1 to 2 do {_this addItemToVest "rhs_grenade_mkii_mag";}; for "_i" from 1 to 4 do {_this addItemToVest "CUP_30Rnd_9x39_SP5_VIKHR_M";}; for "_i" from 1 to 2 do {_this addItemToVest "CUP_7Rnd_45ACP_1911";}; _this addHeadgear "rhsgref_un_beret"; _this addGoggles "CUP_G_PMC_RadioHeadset"; //Add items _this linkItem "ItemMap"; _this linkItem "ItemCompass"; _this linkItem "ItemWatch"; }; FNC_Soldier_LEE = { //Add weapons _this addWeapon "CUP_srifle_LeeEnfield"; _this addPrimaryWeaponItem "CUP_10x_303_M"; //Add containers _this forceAddUniform "U_BG_Guerrilla_6_1"; _this addVest "V_HarnessO_brn"; //Add items to containers for "_i" from 1 to 2 do {_this addItemToUniform "FirstAidKit";}; for "_i" from 1 to 2 do {_this addItemToVest "rhs_grenade_mkii_mag";}; for "_i" from 1 to 10 do {_this addItemToVest "CUP_10x_303_M";}; _this addHeadgear "rhsgref_un_beret"; //Add items _this linkItem "ItemMap"; _this linkItem "ItemCompass"; _this linkItem "ItemWatch"; }; FNC_Soldier_FAL = { //Add weapons _this addWeapon "CUP_arifle_FNFAL5060"; _this addPrimaryWeaponItem "CUP_20Rnd_762x51_FNFAL_M"; //Add containers _this forceAddUniform "U_BG_Guerrilla_6_1"; _this addVest "V_HarnessO_brn"; //Add items to containers for "_i" from 1 to 2 do {_this addItemToUniform "FirstAidKit";}; for "_i" from 1 to 2 do {_this addItemToVest "rhs_grenade_mkii_mag";}; for "_i" from 1 to 5 do {_this addItemToVest "CUP_20Rnd_762x51_FNFAL_M";}; _this addHeadgear "rhsgref_un_beret"; //Add items _this linkItem "ItemMap"; _this linkItem "ItemCompass"; _this linkItem "ItemWatch"; }; FNC_Sharpshooter = { //Add weapons _this addWeapon "CUP_srifle_LeeEnfield"; _this addPrimaryWeaponItem "CUP_optic_no23mk2"; _this addPrimaryWeaponItem "CUP_10x_303_M"; //Add containers _this forceAddUniform "U_BG_Guerrilla_6_1"; _this addVest "V_HarnessO_brn"; //Add items to containers for "_i" from 1 to 2 do {_this addItemToUniform "FirstAidKit";}; for "_i" from 1 to 2 do {_this addItemToVest "rhs_grenade_mkii_mag";}; for "_i" from 1 to 10 do {_this addItemToVest "CUP_10x_303_M";}; _this addHeadgear "rhsgref_un_beret"; //Add items _this linkItem "ItemMap"; _this linkItem "ItemCompass"; _this linkItem "ItemWatch"; }; FNC_Medic = { //Add weapons _this addWeapon "CUP_srifle_LeeEnfield"; _this addPrimaryWeaponItem "CUP_10x_303_M"; //Add containers _this forceAddUniform "U_BG_Guerrilla_6_1"; _this addVest "V_HarnessO_brn"; _this addBackpack "B_TacticalPack_oli"; //Add items to containers for "_i" from 1 to 2 do {_this addItemToUniform "FirstAidKit";}; for "_i" from 1 to 2 do {_this addItemToVest "rhs_grenade_mkii_mag";}; for "_i" from 1 to 8 do {_this addItemToVest "CUP_10x_303_M";}; _this addItemToBackpack "Medikit"; for "_i" from 1 to 10 do {_this addItemToBackpack "FirstAidKit";}; _this addHeadgear "rhsgref_un_beret"; //Add items _this linkItem "ItemMap"; _this linkItem "ItemCompass"; _this linkItem "ItemWatch"; }; Now, the problem i run into is that for some odd reason one unit ends up with just it's underwear. So i suppose it must have an error at the switch-do structure, but i don't get why. I'm calling this from a Trigger and the code there is: {if ((side _x) == west) then {[_x] call Orders_fnc_loadUnit;}} forEach allUnits; and the Orders_fnc_loadUnit function looks like this: params [["_this", objNull, [objNull]]]; switch (side _this) do{ case west: {[_this] execVM "units\west.sqf";}; case independent: {[_this] execVM "units\independent.sqf";}; }; I also plan on turning this into a multiplayer mission at some point, so any tipps regarding that would be very much appreciated as well. Cheers
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