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HKFlash

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Everything posted by HKFlash

  1. HKFlash

    Feedback tracker administration

    That's ARMAVERSE calender for you! :cool:
  2. HKFlash

    Feedback tracker administration

    Hello, Would it be possible to add more categories for the reported issues? For example there is none for the course of fire challenges. Thanks!
  3. HKFlash

    Inertial course of fire

    Thanks for the answer Joris! I must say I admire those who can still achieve a gold medal ever since the introduction of these mechanics. Knowing that someone else can do it motivates me.
  4. Hello, I'm trying to complete all course of fire scenarios but ever since the introduction of sway, fatigue and especially inertia, it is much harder to achieve a golden medal. Still I did manage to complete CoF: Green and Red 1 & 2. CoF: Red 3 is very difficult for me due to the inertia. Are there plans to adjust this CoF to the new gameplay mechanics? Regards
  5. Good mission, quite original concept.
  6. Hello, I'm currently creating a script for my mission to create gear based on the unit's classname. { switch {typeOf _x} do { case "I_soldier_F": removeAllWeapons _x; removeAllItems _x; removeAllAssignedItems _x; removeUniform _x; removeVest _x; removeBackpack _x; removeHeadgear _x; removeGoggles _x; _x forceAddUniform "U_I_CombatUniform"; for "_i" from 1 to 2 do {_x addItemToUniform "Chemlight_green";}; for "_i" from 1 to 2 do {_x addItemToUniform "30Rnd_556x45_Stanag";}; _x addVest "V_PlateCarrierIA1_dgtl"; _x addItemToVest "MiniGrenade"; for "_i" from 1 to 2 do {_x addItemToVest "SmokeShell";}; _x addItemToVest "HandGrenade"; for "_i" from 1 to 8 do {_x addItemToVest "30Rnd_556x45_Stanag";}; _x addHeadgear "H_HelmetIA"; _x addWeapon "arifle_Mk20_F"; _x addPrimaryWeaponItem "optic_Aco"; _x linkItem "ItemMap"; _x linkItem "ItemCompass"; _x linkItem "ItemWatch"; _x linkItem "ItemRadio"; case "I_Soldier_GL_F"; removeAllWeapons _x; removeAllItems _x; removeAllAssignedItems _x; removeUniform _x; removeVest _x; removeBackpack _x; removeHeadgear _x; removeGoggles _x; _x forceAddUniform "U_I_CombatUniform"; for "_i" from 1 to 2 do {_x addItemToUniform "Chemlight_green";}; for "_i" from 1 to 2 do {_x addItemToUniform "30Rnd_556x45_Stanag";}; _x addVest "V_PlateCarrierIA1_dgtl"; for "_i" from 1 to 8 do {_x addItemToVest "30Rnd_556x45_Stanag";}; for "_i" from 1 to 4 do {_x addItemToVest "1Rnd_HE_Grenade_shell";}; for "_i" from 1 to 2 do {_x addItemToVest "1Rnd_Smoke_Grenade_shell";}; _x addItemToVest "HandGrenade"; _x addItemToVest "MiniGrenade"; _x addHeadgear "H_HelmetIA"; _x addWeapon "arifle_Mk20_GL_F"; _x addPrimaryWeaponItem "optic_MRCO"; _x linkItem "ItemMap"; _x linkItem "ItemCompass"; _x linkItem "ItemWatch"; _x linkItem "ItemRadio"; } } forEach allUnits; However the problem is that it is applying the last loadout to every unit that I spawn. What is the issue here? allUnits?
  7. Hi gruukh, My script is fully functional, here's the code. I might actually turn it into a function. { switch (typeOf _x) do { //SQUAD LEADER case "I_Soldier_SL_F": { removeAllWeapons _x; removeAllItems _x; removeAllAssignedItems _x; removeUniform _x; removeVest _x; removeBackpack _x; removeHeadgear _x; removeGoggles _x; _x forceAddUniform "U_I_CombatUniform"; for "_i" from 1 to 4 do {_x addItemToUniform "Chemlight_green";}; for "_i" from 1 to 2 do {_x addItemToUniform "30Rnd_556x45_Stanag";}; _x addItemToUniform "I_IR_Grenade"; _x addVest "V_PlateCarrierIA1_dgtl"; _x addItemToVest "MiniGrenade"; for "_i" from 1 to 2 do {_x addItemToVest "SmokeShell";}; _x addItemToVest "HandGrenade"; for "_i" from 1 to 8 do {_x addItemToVest "30Rnd_556x45_Stanag";}; _x addItemToVest "SmokeShellGreen"; _x addItemToVest "SmokeShellRed"; _x addHeadgear "H_HelmetIA"; _x addWeapon "arifle_Mk20_F"; _x addPrimaryWeaponItem "acc_flashlight"; _x addPrimaryWeaponItem "optic_MRCO"; _x addWeapon "Binocular"; _x linkItem "ItemMap"; _x linkItem "ItemCompass"; _x linkItem "ItemWatch"; _x linkItem "ItemRadio"; _x linkItem "ItemGPS"; }; //TEAM LEADER case "I_Soldier_TL_F": { removeAllWeapons _x; removeAllItems _x; removeAllAssignedItems _x; removeUniform _x; removeVest _x; removeBackpack _x; removeHeadgear _x; removeGoggles _x; _x forceAddUniform "U_I_CombatUniform"; for "_i" from 1 to 2 do {_x addItemToUniform "Chemlight_green";}; for "_i" from 1 to 2 do {_x addItemToUniform "30Rnd_556x45_Stanag";}; _x addItemToUniform "I_IR_Grenade"; _x addVest "V_PlateCarrierIA1_dgtl"; _x addItemToVest "MiniGrenade"; for "_i" from 1 to 2 do {_x addItemToVest "SmokeShell";}; _x addItemToVest "HandGrenade"; for "_i" from 1 to 8 do {_x addItemToVest "30Rnd_556x45_Stanag";}; _x addItemToVest "SmokeShellRed"; _x addItemToVest "SmokeShellGreen"; _x addHeadgear "H_HelmetIA"; _x addWeapon "arifle_Mk20_F"; _x addPrimaryWeaponItem "acc_flashlight"; _x addPrimaryWeaponItem "optic_Aco"; _x linkItem "ItemMap"; _x linkItem "ItemCompass"; _x linkItem "ItemWatch"; _x linkItem "ItemRadio"; _x linkItem "ItemGPS"; }; //RIFLEMAN case "I_soldier_F": { removeAllWeapons _x; removeAllItems _x; removeAllAssignedItems _x; removeUniform _x; removeVest _x; removeBackpack _x; removeHeadgear _x; removeGoggles _x; _x forceAddUniform "U_I_CombatUniform"; for "_i" from 1 to 2 do {_x addItemToUniform "Chemlight_green";}; for "_i" from 1 to 2 do {_x addItemToUniform "30Rnd_556x45_Stanag";}; _x addVest "V_PlateCarrierIA1_dgtl"; _x addItemToVest "MiniGrenade"; for "_i" from 1 to 2 do {_x addItemToVest "SmokeShell";}; _x addItemToVest "HandGrenade"; for "_i" from 1 to 8 do {_x addItemToVest "30Rnd_556x45_Stanag";}; _x addHeadgear "H_HelmetIA"; _x addWeapon "arifle_Mk20_F"; _x addPrimaryWeaponItem "optic_Aco"; _x linkItem "ItemMap"; _x linkItem "ItemCompass"; _x linkItem "ItemWatch"; _x linkItem "ItemRadio"; }; //GRENADIER case "I_Soldier_GL_F": { removeAllWeapons _x; removeAllItems _x; removeAllAssignedItems _x; removeUniform _x; removeVest _x; removeBackpack _x; removeHeadgear _x; removeGoggles _x; _x forceAddUniform "U_I_CombatUniform"; for "_i" from 1 to 2 do {_x addItemToUniform "Chemlight_green";}; for "_i" from 1 to 2 do {_x addItemToUniform "30Rnd_556x45_Stanag";}; _x addVest "V_PlateCarrierIA1_dgtl"; for "_i" from 1 to 8 do {_x addItemToVest "30Rnd_556x45_Stanag";}; for "_i" from 1 to 4 do {_x addItemToVest "1Rnd_HE_Grenade_shell";}; for "_i" from 1 to 2 do {_x addItemToVest "1Rnd_Smoke_Grenade_shell";}; _x addItemToVest "HandGrenade"; _x addItemToVest "MiniGrenade"; _x addHeadgear "H_HelmetIA"; _x addWeapon "arifle_Mk20_GL_F"; _x addPrimaryWeaponItem "optic_MRCO"; _x linkItem "ItemMap"; _x linkItem "ItemCompass"; _x linkItem "ItemWatch"; _x linkItem "ItemRadio"; }; //AUTOMATIC RIFLEMAN case "I_Soldier_AR_F": { removeAllWeapons _x; removeAllItems _x; removeAllAssignedItems _x; removeUniform _x; removeVest _x; removeBackpack _x; removeHeadgear _x; removeGoggles _x; _x forceAddUniform "U_I_CombatUniform"; for "_i" from 1 to 2 do {_x addItemToUniform "Chemlight_green";}; for "_i" from 1 to 2 do {_x addItemToUniform "SmokeShell";}; _x addVest "V_PlateCarrierIA1_dgtl"; for "_i" from 1 to 2 do {_x addItemToVest "200Rnd_65x39_cased_Box";}; _x addItemToVest "MiniGrenade"; _x addItemToVest "HandGrenade"; _x addHeadgear "H_HelmetIA"; _x addWeapon "LMG_Mk200_F"; _x addPrimaryWeaponItem "optic_Aco"; _x linkItem "ItemMap"; _x linkItem "ItemCompass"; _x linkItem "ItemWatch"; _x linkItem "ItemRadio"; }; //RIFLEMAN [AT] case "I_Soldier_LAT_F": { removeAllWeapons _x; removeAllItems _x; removeAllAssignedItems _x; removeUniform _x; removeVest _x; removeBackpack _x; removeHeadgear _x; removeGoggles _x; _x forceAddUniform "U_I_CombatUniform"; for "_i" from 1 to 2 do {_x addItemToUniform "Chemlight_green";}; for "_i" from 1 to 2 do {_x addItemToUniform "30Rnd_556x45_Stanag";}; for "_i" from 1 to 2 do {_x addItemToUniform "SmokeShell";}; _x addVest "V_PlateCarrierIA1_dgtl"; for "_i" from 1 to 6 do {_x addItemToVest "30Rnd_556x45_Stanag";}; for "_i" from 1 to 2 do {_x addItemToVest "SmokeShell";}; _x addBackpack "B_AssaultPack_dgtl"; for "_i" from 1 to 2 do {_x addItemToBackpack "NLAW_F";}; _x addHeadgear "H_HelmetIA"; _x addWeapon "arifle_Mk20_F"; _x addPrimaryWeaponItem "optic_Aco"; _x addWeapon "launch_NLAW_F"; _x linkItem "ItemMap"; _x linkItem "ItemCompass"; _x linkItem "ItemWatch"; _x linkItem "ItemRadio"; }; //AMMO BEARER case "I_Soldier_A_F": { removeAllWeapons _x; removeAllItems _x; removeAllAssignedItems _x; removeUniform _x; removeVest _x; removeBackpack _x; removeHeadgear _x; removeGoggles _x; _x forceAddUniform "U_I_CombatUniform"; for "_i" from 1 to 2 do {_x addItemToUniform "Chemlight_green";}; for "_i" from 1 to 2 do {_x addItemToUniform "30Rnd_556x45_Stanag";}; _x addVest "V_PlateCarrierIA1_dgtl"; for "_i" from 1 to 2 do {_x addItemToVest "SmokeShell";}; for "_i" from 1 to 6 do {_x addItemToVest "30Rnd_556x45_Stanag";}; _x addItemToVest "HandGrenade"; _x addItemToVest "MiniGrenade"; _x addBackpack "B_Carryall_oli"; for "_i" from 1 to 4 do {_x addItemToBackpack "30Rnd_556x45_Stanag";}; for "_i" from 1 to 2 do {_x addItemToBackpack "200Rnd_65x39_cased_Box";}; for "_i" from 1 to 1 do {_x addItemToBackpack "NLAW_F";}; _x addHeadgear "H_HelmetIA"; _x addWeapon "arifle_Mk20_F"; _x addPrimaryWeaponItem "optic_Aco"; _x linkItem "ItemMap"; _x linkItem "ItemCompass"; _x linkItem "ItemWatch"; _x linkItem "ItemRadio"; }; //COMBAT LIFE SAVER case "I_medic_F": { removeAllWeapons _x; removeAllItems _x; removeAllAssignedItems _x; removeUniform _x; removeVest _x; removeBackpack _x; removeHeadgear _x; removeGoggles _x; comment "Add containers"; _x forceAddUniform "U_I_CombatUniform"; for "_i" from 1 to 2 do {_x addItemToUniform "Chemlight_green";}; for "_i" from 1 to 2 do {_x addItemToUniform "30Rnd_556x45_Stanag";}; for "_i" from 1 to 2 do {_x addItemToUniform "SmokeShell";}; _x addVest "V_PlateCarrierIA1_dgtl"; _x addItemToVest "MiniGrenade"; _x addItemToVest "HandGrenade"; for "_i" from 1 to 5 do {_x addItemToVest "30Rnd_556x45_Stanag";}; for "_i" from 1 to 2 do {_x addItemToVest "SmokeShell";}; _x addBackpack "B_AssaultPack_dgtl"; _x addItemToBackpack "Medikit"; for "_i" from 1 to 8 do {_x addItemToBackpack "FirstAidKit";}; _x addHeadgear "H_HelmetIA"; comment "Add weapons"; _x addWeapon "arifle_Mk20_F"; _x addPrimaryWeaponItem "optic_Aco"; comment "Add items"; _x linkItem "ItemMap"; _x linkItem "ItemCompass"; _x linkItem "ItemWatch"; _x linkItem "ItemRadio"; }; //HELICOPTER PILOT case "I_helipilot_F": { removeAllWeapons _x; removeAllItems _x; removeAllAssignedItems _x; removeUniform _x; removeVest _x; removeBackpack _x; removeHeadgear _x; removeGoggles _x; _x forceAddUniform "U_I_HeliPilotCoveralls"; for "_i" from 1 to 3 do {_x addItemToUniform "9Rnd_45ACP_Mag";}; _x addVest "V_TacVest_khk"; _x addItemToVest "SmokeShellGreen"; for "_i" from 1 to 2 do {_x addItemToVest "Chemlight_green";}; for "_i" from 1 to 4 do {_x addItemToVest "30Rnd_556x45_Stanag";}; for "_i" from 1 to 2 do {_x addItemToVest "SmokeShellPurple";}; _x addHeadgear "H_PilotHelmetHeli_I"; _x addWeapon "arifle_Mk20C_plain_F"; _x addPrimaryWeaponItem "acc_flashlight"; _x addPrimaryWeaponItem "optic_Aco"; _x addWeapon "hgun_ACPC2_F"; _x linkItem "ItemMap"; _x linkItem "ItemCompass"; _x linkItem "ItemWatch"; _x linkItem "ItemRadio"; _x linkItem "ItemGPS"; _x linkItem "NVGoggles_INDEP"; }; } } forEach allUnits; Regards
  8. I was using that and I always do when creating missions. The option is available on the launcher now, under Author. Thanks anyway.
  9. Bingo. I did use () at first but was told it was {} No issues though! Thank you, thank you very much!
  10. I'm sorry guys but I'm using the correct classname for the units, I've just checked it (and I did copy it directly from the unit placement window). Even fixing the commas does nothing. I will throw in the default but I can't figure this out. I would advise you to try it yourselves to check it better. Appreciate all your help. Thanks.
  11. Hi and thanks for the reply, I did some fixes but the script is not having any effect on the units: { switch {typeOf _x} do { case "I_soldier_F": { removeAllWeapons _x; removeAllItems _x; removeAllAssignedItems _x; removeUniform _x; removeVest _x; removeBackpack _x; removeHeadgear _x; removeGoggles _x; _x forceAddUniform "U_I_CombatUniform"; for "_i" from 1 to 2 do {_x addItemToUniform "Chemlight_green";}; for "_i" from 1 to 2 do {_x addItemToUniform "30Rnd_556x45_Stanag";}; _x addVest "V_PlateCarrierIA1_dgtl"; _x addItemToVest "MiniGrenade"; for "_i" from 1 to 2 do {_x addItemToVest "SmokeShell";}; _x addItemToVest "HandGrenade"; for "_i" from 1 to 8 do {_x addItemToVest "30Rnd_556x45_Stanag";}; _x addHeadgear "H_HelmetIA"; _x addWeapon "arifle_Mk20_F"; _x addPrimaryWeaponItem "optic_Aco"; _x linkItem "ItemMap"; _x linkItem "ItemCompass"; _x linkItem "ItemWatch"; _x linkItem "ItemRadio"; }; case "I_Soldier_GL_F"; { removeAllWeapons _x; removeAllItems _x; removeAllAssignedItems _x; removeUniform _x; removeVest _x; removeBackpack _x; removeHeadgear _x; removeGoggles _x; _x forceAddUniform "U_I_CombatUniform"; for "_i" from 1 to 2 do {_x addItemToUniform "Chemlight_green";}; for "_i" from 1 to 2 do {_x addItemToUniform "30Rnd_556x45_Stanag";}; _x addVest "V_PlateCarrierIA1_dgtl"; for "_i" from 1 to 8 do {_x addItemToVest "30Rnd_556x45_Stanag";}; for "_i" from 1 to 4 do {_x addItemToVest "1Rnd_HE_Grenade_shell";}; for "_i" from 1 to 2 do {_x addItemToVest "1Rnd_Smoke_Grenade_shell";}; _x addItemToVest "HandGrenade"; _x addItemToVest "MiniGrenade"; _x addHeadgear "H_HelmetIA"; _x addWeapon "arifle_Mk20_GL_F"; _x addPrimaryWeaponItem "optic_MRCO"; _x linkItem "ItemMap"; _x linkItem "ItemCompass"; _x linkItem "ItemWatch"; _x linkItem "ItemRadio"; }; } } forEach allUnits;
  12. This is a serious issue. Upvoted.
  13. Very nice OPREP, I'm very happy with this new feature.
  14. Hello, What is the purpose of saving loadouts in Arsenal? How can I use them? Regards
  15. HKFlash

    Wet work diving finns

    This is a bug. As soon as I can I will create an issue in the tracker.
  16. I agree. While CSAT uses an all body armor protection it should not be as powerful as the regular NATO carrier rig. CSAT is more mobility at the expense of protection.
  17. I demand open/close armored vehicle hatch sound!
  18. I will agree that holding your breath is not working properly or it is very inefficient in the current state. But this was to be expected, I'm sure fatigue and sway will still be tweaked and improved upon. Still the changes are going in the right direction and overhauling of the system was long overdue.
  19. HKFlash

    Patch 1.24 (Bootcamp Update) Feedback

    Personally I love the update. The mini-campaign is awesome and features such as the game launcher and gear customization were long overdue. Just because there's mods for that doesn't mean the vanilla version should not have them. Good job BIS.
  20. HKFlash

    ArmA is the game that changed my life

    Same for me.
  21. Oh come on you know what he meant: which.
  22. HKFlash

    BIS' New Game Launcher

    Still it has a very slick and fresh look. I like it very much. Thanks for your effort and work.
  23. I'm just repeating what a developer said. ;)
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