DylanMadigan
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choice of equipment How to define classes for respawn.
DylanMadigan replied to Dr. Jeff's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I tried both of these for custom units added in by mods, but I can't seem to get items to add to the backpack and vest. In "West1" I guess theres some code I need arsenal won't export with ctrl shift C, but in "West2" where I aim at the vehicle I'm not sure why that doesn't work. -
Multiplayer respawn loadout not adding inventory
DylanMadigan posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Long story short I'm trying to make a multiplayer game where the player can select their loadout. I also made custom classes in the Alive Orbat editor and loaded them in as a mod. When I load the unit in singleplayer, the unit (player or AI) seems to spawn with everything properly. When I load it in multiplayer without loadout selection, it's fine. When I load the loadout after adding loadout options, the player inventory is pretty much empty except for a couple mags. The weapon also does not have it's attachments. I'm by no means a professional, I've just been messing with mission making for a little while. Mod class: class B_NATO_US_Rifleman_M16_V_W_01 : B_Soldier_F_OCimport_02 { author = "Dylan Madigan"; scope = 2; scopeCurator = 2; displayName = "U.S. - Rifleman (M16) - [V][W]"; side = 1; faction = "b_nato_us_v_w"; identityTypes[] = {"Head_NATO","LanguageENG_F","G_NATO_default"}; uniformClass = "CUP_U_B_BDUv2_OD_US"; linkedItems[] = {"CFP_Smersh_Creme","CUP_H_USArmy_Helmet_M1_plain_Vine","ItemMap","tf_rf7800str","ItemCompass","Itemwatch"}; respawnlinkedItems[] = {"CFP_Smersh_Creme","CUP_H_USArmy_Helmet_M1_plain_Vine","ItemMap","tf_rf7800str","ItemCompass","Itemwatch"}; weapons[] = {"CUP_arifle_M16A4_Base","rhsusf_weap_m1911a1","Binocular"}; respawnWeapons[] = {"CUP_arifle_M16A4_Base","rhsusf_weap_m1911a1","Binocular"}; magazines[] = {"30Rnd_556x45_Stanag_Tracer_Green","rhsusf_mag_7x45acp_MHP","30Rnd_556x45_Stanag_Tracer_Green","rhsusf_mag_7x45acp_MHP"}; respawnMagazines[] = {"30Rnd_556x45_Stanag_Tracer_Green","rhsusf_mag_7x45acp_MHP","30Rnd_556x45_Stanag_Tracer_Green","rhsusf_mag_7x45acp_MHP"}; backpack = "CUP_B_AlicePack_OD_B_NATO_US_Rifleman_M16_V_W_01"; ALiVE_orbatCreator_loadout[] = {{"CUP_arifle_M16A4_Base","","","CUP_acc_Zenit_2DS",{"30Rnd_556x45_Stanag_Tracer_Green",30},{},""},{},{"rhsusf_weap_m1911a1","","","",{"rhsusf_mag_7x45acp_MHP",7},{},""},{"CUP_U_B_BDUv2_OD_US",{{"rhsusf_mag_7x45acp_MHP",3,7},{"30Rnd_556x45_Stanag_Tracer_Green",3,30}}},{"CFP_Smersh_Creme",{{"ACE_fieldDressing",2},{"ACE_elasticBandage",2},{"ACE_packingBandage",2},{"ACE_quikclot",2},{"ACE_CableTie",3},{"ACE_Canteen",1},{"ACE_epinephrine",1},{"ACE_Flashlight_XL50",1},{"ACE_MapTools",1},{"ACE_morphine",1},{"ACE_tourniquet",1},{"SmokeShell",3,1},{"HandGrenade",2,1},{"ACE_Chemlight_HiWhite",2,1},{"ACE_Chemlight_HiBlue",1,1},{"ACE_Chemlight_HiRed",1,1},{"ACE_HandFlare_Green",1,1},{"ACE_HandFlare_White",3,1}}},{"CUP_B_AlicePack_OD_B_NATO_US_Rifleman_M16_V_W_01",{{"ACE_fieldDressing",3},{"ACE_elasticBandage",2},{"ACE_packingBandage",3},{"ACE_quikclot",1},{"ACE_CableTie",2},{"ACE_EntrenchingTool",1},{"ACE_epinephrine",2},{"ACE_Fortify",1},{"ACE_Clacker",1},{"ACE_morphine",2},{"ACE_rope3",1},{"ACE_splint",2},{"ACE_SpraypaintBlue",1},{"ACE_WaterBottle",3},{"ACE_tourniquet",2},{"CUP_acc_Flashlight",1},{"RyanZombiesAntiVirusTemporary_Item",1},{"ACE_IR_Strobe_Item",1},{"ACE_MRE_CreamTomatoSoup",2},{"ACE_MRE_ChickenHerbDumplings",2},{"ACE_M84",1,1},{"ACE_HandFlare_Green",1,1},{"SmokeShellBlue",1,1},{"30Rnd_556x45_Stanag_Tracer_Green",2,30}}},"CUP_H_USArmy_Helmet_M1_plain_Vine","",{"Binocular","","","",{},{},""},{"ItemMap","","tf_rf7800str","ItemCompass","Itemwatch",""}}; class EventHandlers : EventHandlers { class CBA_Extended_EventHandlers : CBA_Extended_EventHandlers_base {}; class ALiVE_orbatCreator { init = "if (local (_this select 0)) then {_onSpawn = {_this = _this select 0;sleep 0.2; _backpack = gettext(configfile >> 'cfgvehicles' >> (typeof _this) >> 'backpack'); waituntil {sleep 0.2; backpack _this == _backpack};if !(_this getVariable ['ALiVE_OverrideLoadout',false]) then {_loadout = getArray(configFile >> 'CfgVehicles' >> (typeOf _this) >> 'ALiVE_orbatCreator_loadout'); _this setunitloadout _loadout;reload _this};};_this spawn _onSpawn;(_this select 0) addMPEventHandler ['MPRespawn', _onSpawn];};"; }; }; // custom attributes (do not delete) ALiVE_orbatCreator_owned = 1; }; description.ext #include "LoadoutsPlayer.cpp" LoadoutsPlayer.cpp A class CfgRespawnInventory { class USRiflemanVOd { vehicle = "B_NATO_US_Rifleman_M16_V_W_01" displayName = "U.S. - Rifleman - [V][OD]"; // Name visible in the menu icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa"; // Icon displayed next to the name }; }; LoadoutsPlayer.cpp B class CfgRespawnInventory { class USRiflemanVOd { displayName = "U.S. - Rifleman - [V][OD]"; // Name visible in the menu icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa"; // Icon displayed next to the name // Exported from Arsenal by Dylan Madigan uniformClass = "CUP_U_B_BDUv2_OD_US"; backpack = "CUP_B_AlicePack_OD"; weapons[] = {"CUP_arifle_M16A4_Base","rhsusf_weap_m1911a1","Binocular","Throw","Put"}; magazines[] = {"30Rnd_556x45_Stanag_Tracer_Green","rhsusf_mag_7x45acp_MHP","rhsusf_mag_7x45acp_MHP","rhsusf_mag_7x45acp_MHP","rhsusf_mag_7x45acp_MHP","30Rnd_556x45_Stanag_Tracer_Green","30Rnd_556x45_Stanag_Tracer_Green","30Rnd_556x45_Stanag_Tracer_Green","SmokeShell","SmokeShell","SmokeShell","HandGrenade","HandGrenade","ACE_Chemlight_HiWhite","ACE_Chemlight_HiWhite","ACE_Chemlight_HiBlue","ACE_Chemlight_HiRed","ACE_HandFlare_Green","ACE_HandFlare_White","ACE_HandFlare_White","ACE_HandFlare_White","ACE_M84","ACE_HandFlare_Green","SmokeShellBlue","30Rnd_556x45_Stanag_Tracer_Green","30Rnd_556x45_Stanag_Tracer_Green"}; items[] = {"ACE_fieldDressing","ACE_fieldDressing","ACE_elasticBandage","ACE_elasticBandage","ACE_packingBandage","ACE_packingBandage","ACE_quikclot","ACE_quikclot","ACE_CableTie","ACE_CableTie","ACE_CableTie","ACE_Canteen","ACE_epinephrine","ACE_Flashlight_XL50","ACE_MapTools","ACE_morphine","ACE_tourniquet","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_elasticBandage","ACE_elasticBandage","ACE_packingBandage","ACE_packingBandage","ACE_packingBandage","ACE_quikclot","ACE_CableTie","ACE_CableTie","ACE_EntrenchingTool","ACE_epinephrine","ACE_epinephrine","ACE_Fortify","ACE_Clacker","ACE_morphine","ACE_morphine","ACE_rope3","ACE_splint","ACE_splint","ACE_SpraypaintBlue","ACE_WaterBottle","ACE_WaterBottle","ACE_WaterBottle","ACE_tourniquet","ACE_tourniquet","CUP_acc_Flashlight","RyanZombiesAntiVirusTemporary_Item","ACE_IR_Strobe_Item","ACE_MRE_CreamTomatoSoup","ACE_MRE_CreamTomatoSoup","ACE_MRE_ChickenHerbDumplings","ACE_MRE_ChickenHerbDumplings"}; linkedItems[] = {"CFP_Smersh_Creme","CUP_H_USArmy_Helmet_M1_plain_Vine","ItemMap","ItemCompass","Itemwatch","tf_rf7800str"}; }; }; In the 2nd loadoutsplayer I used ctrl shift c to export the unit, and that's what I see to do in tutorials and what not. In A I tried to just link it directly to the unit as I don't wish to make any altercations anyway, I'd rather it all be the same. Obviously one thing I notice is the lack of anything saying it's added to the vest or backpack. I think maybe I'm just missing something really simple. I just want players to be able to select "Rifleman" or "Team Leader" and spawn in with the gear that that unit comes with. -
Adding a prefilled backpack to a vehicle inventory (config.cpp)
DylanMadigan replied to Meiestrix's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
I had this problem, thank you good sir.