Jump to content
🛡️FORUMS ARE IN READ-ONLY MODE Read more... ×

wiktox

Member
  • Content Count

    2
  • Joined

  • Last visited

  • Medals

Community Reputation

0 Neutral

About wiktox

  • Rank
    Newbie
  1. Hello I wanted to ask if there is a way to make a script that shows all the weapon attachment slot names. Im talking about seeing a list of all the names for the slots without going to the config becouse it would be too laggy for me. For example CUP weapons have different naming for their ak cow slot and I need to know the name of it.
  2. My problem is that while creating a faction for Prairie of Fire I stumbled upon a problem that makes spawned ingame units not storing anything in their backpacks. I would be very thankful if somebody would help me with this problem. Here's the script below #define MAG_2(a) a, a #define MAG_3(a) a, a, a #define MAG_4(a) a, a, a, a #define MAG_5(a) a, a, a, a, a #define MAG_6(a) a, a, a, a, a, a #define MAG_7(a) a, a, a, a, a, a, a #define MAG_8(a) a, a, a, a, a, a, a, a #define MAG_9(a) a, a, a, a, a, a, a, a, a #define MAG_10(a) a, a, a, a, a, a, a, a, a, a #define MAG_11(a) a, a, a, a, a, a, a, a, a, a, a #define MAG_13(a) a, a, a, a, a, a, a, a, a, a, a, a #define MAG_14(a) a, a, a, a, a, a, a, a, a, a, a, a, a #define MAG_15(a) a, a, a, a, a, a, a, a, a, a, a, a, a, a #define MAG_16(a) a, a, a, a, a, a, a, a, a, a, a, a, a, a, a #define MAG_17(a) a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a #define MAG_18(a) a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a #define MAG_19(a) a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a #define MAG_20(a) a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a, a class CfgVehicles // Character classes are defined under cfgVehicles. { class EventHandlers; class I_Soldier_base_F; // For inheritance to work, the base class has to be defined. class AEF_Rifleman_1 : I_Soldier_base_F // Define of a new class, which parameters are inherited from B_Soldier_base_F, with exception of those defined below. { author = "Wiktox"; // The name of the author of the asset, which is displayed in the editor. displayName = "Rifleman"; // The name of the soldier, which is displayed in the editor. vehicleClass = "Men"; side = 2; faction = "AEF"; scope = 2; // 2 = class is available in the editor; 1 = class is unavailable in the editor, but can be accessed via a macro; 0 = class is unavailable (and used for inheritance only). scopeCurator = 2; // 2 = class is available in Zeus; 0 = class is unavailable in Zeus. scopeArsenal = 2; // 2 = class is available in the Virtual Arsenal; 0 = class is unavailable in the Virtual Arsenal. identityTypes[] = {"LanguageGRE_F","Head_Greek"}; // Identity Types are explained in the Headgear section of this guide. cost = 100000; // How likely the enemies attack this character among some others. camouflage = 1; // How likely this character is spotted (smaller number = more stealthy). sensitivity = 3; // How likely this character spots enemies when controlled by AI. accuracy = 4; threat[] = {1, 0.5, 0.5}; // Multiplier of the cost of the character in the eyes of soft, armoured and air enemies. canDeactivateMines = false; // Can this character deactivate mines? engineer = false; // Can this character repair vehicles? attendant = 1; // Can this character heal soldiers? uniformClass = "vn_b_uniform_macv_04_16"; // This links this soldier to a particular uniform. For the details, see below. headgearList[] = { "vn_b_helmet_m1_01_01", 1, "vn_b_helmet_m1_02_01", 1, "vn_b_helmet_m1_03_01", 1, "vn_b_helmet_m1_05_01", 1, "vn_b_helmet_m1_06_01", 1, "vn_b_helmet_m1_07_01", 1, "vn_b_helmet_m1_10_01", 1, "vn_b_helmet_m1_11_01", 1, "vn_b_helmet_m1_12_01", 1, "vn_b_helmet_m1_14_01", 1, "vn_b_helmet_m1_15_01", 1, "vn_b_helmet_m1_16_01", 1, "vn_b_helmet_m1_18_01", 1, "vn_b_helmet_m1_19_01", 1, "vn_b_helmet_m1_20_01", 1, "rhsgref_helmet_M1_painted", 1, "rhsgref_helmet_M1_painted_alt01", 1, "rhsgref_helmet_M1_bare", 1, "rhsgref_helmet_M1_bare_alt01", 1, "rhsgref_helmet_M1_liner", 1, "rhsgref_helmet_m1940_camo01", 1, "rhsgref_helmet_m1940_camo01_alt1", 1, "rhsgref_helmet_m1942_camo01", 1, "rhsgref_helmet_m1942_camo01_alt1", 1, "rhsgref_helmet_m1942_heermarshcover", 1, "rhsgref_helmet_m1942_heersplintercover", 1 }; Weapons[] = { vn_m63a, vn_tt33, Throw, Put }; respawnWeapons[] = { vn_m63a, vn_tt33, Throw, Put }; Items[] = { MAG_15(ACE_elasticBandage), MAG_2(ACE_morphine), MAG_2(ACE_epinephrine), MAG_5(ACE_splint), MAG_5(ACE_tourniquet) }; RespawnItemss[] = { MAG_15(ACE_elasticBandage), MAG_2(ACE_morphine), MAG_2(ACE_epinephrine), MAG_5(ACE_splint), MAG_5(ACE_tourniquet) }; magazines[] = { MAG_20(vn_m63a_30_t_mag), MAG_2(vn_tt33_mag), MAG_2(vn_m34_grenade_mag), MAG_2(vn_m18_white_mag), MAG_2(vn_rgd5_grenade_mag), vn_m67_grenade_mag }; // What ammunition the character has. respawnMagazines[] = { MAG_20(vn_m63a_30_t_mag), MAG_2(vn_tt33_mag), MAG_2(vn_m34_grenade_mag), MAG_2(vn_m18_white_mag), MAG_2(vn_rgd5_grenade_mag), vn_m67_grenade_mag }; // What ammunition the character respawns with. linkedItems[] = { vn_b_vest_usmc_02, rhsgref_helmet_M1_painted, vn_b_item_map, vn_b_item_compass, vn_b_item_watch, vn_b_item_radio_urc10 }; // Which items the character has. respawnLinkedItems[] = { vn_b_vest_usmc_02, rhsgref_helmet_M1_painted, vn_b_item_map, vn_b_item_compass, vn_b_item_watch, vn_b_item_radio_urc10 }; // Which items the character respawns with. backpack = "vn_b_pack_trp_02"; // Which backpack the character is wearing. // If the parent class doesn't have the headgear randomization class EventHandlers : EventHandlers { // The function must be triggered to benefit from the randomization, its usage is documented in its header (see link above) init = "if (local (_this select 0)) then {[(_this select 0), [], []] call BIS_fnc_unitHeadgear;};"; }; }; };
×