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[GLT] Legislator

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About [GLT] Legislator

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    Sergeant Major

core_pfieldgroups_3

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    ArmA, ArmA II, ArmA III
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    Businessman in Informatics

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  1. [GLT] Legislator

    GLT Mod for ArmA 3 - Release Thread

    A small post-release fix (2.00 (Build 2019.06.19) has been published on steam. All stratis missions have been enabled again 👍 enabled: all Stratis missions fixed: MP7 classname fixed in function "fnc_crate" updated: PMD and CDF arsenal layout updated: GLT version check to current version
  2. [GLT] Legislator

    GLT Mod for ArmA 3 - Release Thread

    Hey guys ... so I dragged my computer to my parent's place to update the mod 😄 I still don't have a DSL line (thanks to my douchy ISP), but I hope to continue with smaller updates in the future. 2.00 (Build 2019.06.16) is now available on Steam. Despite some changes and fixes that were already done the main focus was to establish compatibility to BW mod again. Step by step I will reduce support for A2 ported content. I simply don't have the time and the skills to continue this. Besides that CUP, RHS and other mods are doing a job on this that is 1000x better! Changelog changed: PMC MH-9 config rework changed: AI spotdistance to 0.8 for GLT missions only changed: AI spottime to 0.5 for GLT missions only changed: AI commanding to 0.9 for GLT missions only changed: AI courage to 0.7 for GLT missions only changed: AI general to 0.5 for GLT missions only changed: Kitbag of ammo bearer: first aid kits reduced to 2 changed: GLT heavy grenadier mod weapon switch: GLT_M32_Black -> rhs_weap_m32_usmc disabled: GLT_M32, GLT_M32_Black (no more support) disabled: all missions on all maps for rework disabled: GLT and BW weapon and ammo spawn using function GLT_fnc_crate fixed: First Aid kits added to FIA medic respawn profile fixed: Everon mission: Return to Eden: respawn marker text fixed: RPT issues with several GLT air units new: FIA sharphooter respawn profile new: Lemnos mission: GLT 25: Rebel Souls new: AI position detection script for debugging (call: nul=execVM[[<class>]] "\glt_core\scripts\pos\pos.sqf") removed: BTK cargo script updated: Guerrila arsenal - more weapons and items updated: Stratis mission - GLT 04: Operation Delphi updated: Lemnos mission: GLT 18: Men in Fleck updated: Tanoa mission: Hostage Crisis updated: fixed class relations to BW Mod changes that happend in 2018 IMPORTANT: missions are disabled until they have been reworked. they will be included again step by step
  3. [GLT] Legislator

    GLT Mod for ArmA 3 - Release Thread

    Day 36 ... the withdrawal symptoms are growing stronger. Still no DSL line available. Cheers to german ISPs ... I guess june 2019 is not an option anymore.
  4. [GLT] Legislator

    GLT Mod for ArmA 3 - Release Thread

    Time for the next life sign .. moving to my new home is done. Now I'm waiting for my new DSL line. Then I'll take time for Arma 3 again. Haven't played it for almost half a year now and I think I'm facing some withdrawal symptoms. Besides that I really want to update and fix my mod 🙂 I'll aim for june / july 2019
  5. [GLT] Legislator

    GLT Mod for ArmA 3 - Release Thread

    Heya ... sorry for the long waiting. The mod isn't dead nor am I 😉 After suffering some heavy real life issues I can announce that at they are resolved. Now I'm in the process of moving into a new house. There I might be without fast internet for some time because of the stupidity of my new DSL provider. Honestly, it might take until may or june 2019 until I can provide a mod update.
  6. [GLT] Legislator

    GLT Mod for ArmA 3 - Release Thread

    GLT Mod is currently broken because of classname changes in BW Mod. I will try to apply changes as fast as possible.
  7. [GLT] Legislator

    GLT Mod for ArmA 3 - Release Thread

    Finally, after 1 year, the mod version 1.30 has been released on Steam! Many bugs had to be fixed, many changes had to be applied, some new content was created. This is also the first time that I will not host additioanl links on FTP mirrors. Publishing on Steam is a huge relief for me as it allows me to go for smaller and more frequent updates now. You can find the link to the steam workshop in the 1st post of this topic. Changelog: changed: Items morphine, bandages and epinephrine removed from GLT ammo box configs changed: Items morphine, bandages and epinephrine removed from black US medic backpack changed: Items morphine, bandages and epinephrine removed from NDK medic backpack changed: Items morphine, bandages and epinephrine removed from Middle East medic backpack changed: Items morphine, bandages and epinephrine removed from ChDkz medic backpack changed: Items morphine, bandages and epinephrine removed from CDF medic backpack changed: Items morphine, bandages and epinephrine removed from African medic backpack changed: Items morphine, bandages and epinephrine removed from GLT Tropentarn medic backpack changed: Items morphine, bandages and epinephrine removed from GLT Flecktarn medic backpack changed: Items morphine, bandages and epinephrine removed from GLT KSK medic backpacks changed: USMC respawn loadouts changed: ChDkz arsenal layout changed for GLT missions changed: Middle East arsenal layout changed for GLT missions changed: USMC Marpat arsenal layout changed for GLT missions changed: US Army OCP arsenal layout changed for GLT missions changed: Medic items (morphine, bandages and epinephrine) removed from many respawn loadouts changed: Medic items (morphine, bandages and epinephrine) removed from many default medic backpacks changed: Medic items (morphine, bandages and epinephrine) removed from many GLT Wintertarn medic backpacks changed: Medic items (morphine, bandages and epinephrine) removed from many vehicles changed: GLT Wintertarn arsenal layout changed for GLT missions changed: Random weather control has been centralized to \glt_core\scripts\startup\params.sqf changed: AI skill has been reduced a little bit fixed: Missing stringtable for CDF weapon and ammo crates fixed: Configs of Flecktarn, Tropentarn and Wintertarn Quadbikes have been changed to avoid pop up errors while loading random textures fixed: Configs of Flecktarn, Tropentarn, Wintertarn and ChDkz offraoders have been changed to avoid pop up errors while loading random textures fixed: Minedetector removed from many Autorifleman respawn loadouts fixed: Obsolete texture black.pac has been removed from different models to avoid missing texture pop up error fixed: Several issues with ported A1/A2 objects have been fixed fixed: NATO Ka-60 "Harpeia" texture path issue fixed: Various texture path issues of ported A2 furnitures fixed: Various texture path issues of ported A2 military objects fixed: Helicopter placement in Showcase Police fixed: Texture path issue of NDK vans fixed: Missing texture in glt_objects_industrial fixed: RPT model errors of GLT industrial objects fixed: Several RPT errors with ported military objects from Arma 2 fixed: MH-9 civil: missing random textures scripts fixed: GLT divers now have diver goggles after respawn fixed: Some preview texts of showcase missions were missing new: 3 new uniform patches new: CfgGroup GLT_CSAT_AirSquadron2 (To-201 Shikra) new: CfgGroup GLT_A164_Squad_USA new: CfgGroup GLT_CSAT_Mi48_Squadron new: Sahrani mission: Hunt 'em down new: GLT Flecktarn Respawn Backpack (Sleeping Bag) new: GLT Flecktarn Respawn Backpack and tent(A-Type) new: GLT Tropentarn Respawn Backpack (Sleeping Bag) new: GLT Tropentarn Respawn Backpack and tent(A-Type) new: GLT Winter Respawn Backpack (Sleeping Bag) new: GLT Winter Respawn Backpack and tent(A-Type) new: Middle East respawn profiles new: US Army UCP respawn profiles new: GLT Wintertarn respawn loadouts new: Respawn profile for NATO pilot new: Lemnos mission: GLT 25: Rebel Souls new: Everon mission: Return to Eden new: Malden mission: Defend Houdan new: Malden mission: Refugees welcome new: Nogova mission: Bridge new: Dingor mission: Pilot Rescue new: Tanoa mission: Operation Black Mamba new: Chernarus mission: On Patrol new: Takistan mission: The Target new: Takistan mission: Takistan Security Assistence Force new: CSAT static SAM-Site new: Tanoa mission: Ativis Protocol new: GLT CH-67G Lion removed: GLT_Barricade from config and missions removed: GLT_Antenna from config and missions removed: GLT_Power_Generator (and derivats) from config and missions removed: GLT_Rampart (and derivats) from config and missions removed: GLT_Container_Net_Small (and derivats) from config and missions removed: GLT_Ind_TankSmall from config and missions removed: GLT_Ind_TankSmall_ruins from config and missions updated: GLT Showcase: L-159 updated: GLT Showcase: A-10X2 updated: GLT Showcase: Police updated: GLT Showcase: M109 updated: GLT Showcase: Infantry updated: GLT Showcase: ChDkz updated: Stratis mission: GLT 15: Operation Greenpeace updated: Stratis mission: GLT 16: Agia Marina updated: Stratis mission: GLT 17: Take the Airport updated: Lemnos mission: GLT 24: Operation Tango Nine (mobile respawn protection, one more respawn point, several fixes) updated: Helvantis mission: Winter Soldiers Part 1 updated: Helvantis mission: Winter Soldiers Part 2 updated: Lingor mission: Operation Skyfall updated: Nogova mission: Another respawn point has been added updated: Sahrani mission: Hunt 'em down updated: Tanoa mission: Operation Anaconda updated: Zargabad mission: The Emir of Zargabad updated: Spar-16S ammo added to GLT KSK Flecktarn arsenal updated: GLT Flecktarn and Tropentarn arsenal (respawn bags added) updated: 2nd medic respawn profile added to all Lemnos missions with GLT Tropentarn units updated: 2nd medic respawn profile added to all Lingor missions with GLT Tropentarn units updated: 2nd medic respawn profile added to all Takistan missions with GLT Tropentarn units updated: 2nd medic respawn profile added to all Bystrica missions with GLT Flecktarn units updated: 2nd medic respawn profile added to all Tanoa missions with GLT Flecktarn units updated: Utes mission: Airport Assault updated: Utes mission: Utes Incident updated: Proving Grounds mission: Operation Desert Tears updated: Takistan mission: Combined Arms updated: Takistan mission: First Strike updated: Takistan mission: Operation Desert Comb updated: Malden mission: Defend Houdan updated: Nogova mission: Bridge updated: 2nd medic respawn profile added to all Agios Efstratios missions with NATO units updated: 2nd medic respawn profile added to all Agios Efstratios missions with CSAT units updated: 2nd medic respawn profile added to all Agios Efstratios missions with Guerrila units updated: 2nd medic respawn profile added to all Agios Efstratios missions with PMC units updated: 2nd medic respawn profile added to all Agios Efstratios missions with NATO diver units updated: 2nd medic respawn profile added to all Agios Efstratios missions with AAF units updated: 2nd medic respawn profile added to all Lemnos missions with PMC units updated: 2nd medic respawn profile added to all Lemnos missions with NDK units updated: 2nd medic respawn profile added to all Lemnos missions with GLT diver units updated: 2nd medic respawn profile added to all Lemnos missions with Altis police units updated: 2nd medic respawn profile added to all Chernarus/Utes missions with CDF units updated: 2nd medic respawn profile added to all Chernarus/Utes missions with ChDkz units updated: 2nd medic respawn profile added to all Takistan missions with US OCP units updated: 2nd medic respawn profile added to all Dingor missions with US OCP units updated: 2nd medic respawn profile added to all Chernarus/Utes missions with USMC Marpart units updated: 2nd medic respawn profile added to all Takistan missions with US UCP units updated: GLT A-10X2 config has been updated updated: MK11 Mod 0 / SR25 and Mk14 have been added to SOCOM arsenal updated: Tanoa mission: Hostage Crisis My future goals include to create more missions, to improve some content and to add new content as well. However most likely I will remove most model ports from Arma 2 in the future. There is no need for them anymore. The CUP team is doing a way better job on them as I do. Also with the high quality content of the RHS mod there is no need for some outdated ported Arma 2 content anymore.
  8. [GLT] Legislator

    GLT Mod for ArmA 3 - Release Thread

    Just a quick alive-message from me. Nothing is dead yet. There is just so much work to do (I have to ditch lots of buggy stuff) and I can't spend as much time as I did in the past anymore. The changelog for GLT Mod 1.30 is already huuuuuge. Lots of Arma engine updates broke stuff (configs, ported 3D models) and more. I am going to deal with everything one way or another.
  9. [GLT] Legislator

    GLT Mod for ArmA 3 - Release Thread

    GLT Mod 1.29 has been released on Steam Changelog: changed: GLT 01: Meet the Spartans: first aid and air support have been exchanged changed: GLT 02: Take Girna: first aid and air support have been exchanged changed: GLT 03: Airstation Mike: first aid has been exchanged changed: GLT 04: Operation Delphi: first aid has been exchanged changed: GLT 05: Hunter Convoy: first aid has been exchanged changed: GLT 06: Operation Triton: first aid has been exchanged changed: GLT 07: Operation Icarus: first aid and air support have been exchanged changed: GLT 08: Insurrection: first aid has been exchanged changed: GLT 09: Radiotower: first aid and air support have been exchanged changed: GLT 10: Operation Nyx: first aid has been exchanged changed: GLT 11: Safe Passage: first aid has been exchanged changed: GLT 12: Kill Farm: first aid has been exchanged changed: GLT 13: Operation Atlantis: first aid has been exchanged changed: GLT 14: Operation Olympus: first aid and air support have been exchanged changed: GLT 15: Operation Greenpeace: first aid and air support have been exchanged changed: GLT 16: Agia Marina: first aid and air support have been exchanged changed: GLT 17: Take the airport: first aid and air support have been exchanged changed: GLT 18: Men in Fleck: first aid has been exchanged, more support added changed: GLT 19: Fog of War: first aid has been exchanged, more support added changed: GLT 20: Winter is coming: first aid has been exchanged changed: GTL 21: Back in Fleck: first aid has been exchanged changed: GLT 22: Crash Site: first aid has been exchanged changed: GLT 23: Operation Cerberus: first aid has been exchanged changed: GLT 24: Operation Tango Nine: first aid has been exchanged changed: GLT Showcase A-10X2: first aid has been exchanged changed: GLT Showcase Divers: first aid has been exchanged changed: GLT Showcase Infantry: first aid has been exchanged changed: GLT Showcase KSK: first aid has been exchanged changed: GLT Showcase L-159: first aid has been exchanged changed: GLT Showcase Leopard 2A8: first aid has been exchanged changed: GLT: Operation Skyfall: first aid has been exchanged changed: GLT: IS Raid: first aid has been exchanged changed: GLT Ka-60 cargo layout has been changed changed: AAF respawn loadouts changed: AAF arsenal content for GLT missions changed: Altis Police arsenal content for GLT missions changed: CDF arsenal content for GLT missions changed: CDF respawn loadouts changed: CSAT arsenal content for GLT missions changed: CSAT respawn loadouts changed: GLT Diver arsenal content for GLT Missions changed: GLT Diver loadouts changed: GLT Flecktarn arsenal content for GLT missions changed: GLT KSK arsenal content for GLT missions changed: GLT KSK loadouts changed: GLT Tropentarn arsenal content for GLT missions changed: GLT Tropentarn loadouts changed: ChDkz arsenal content for GLT missions changed: ChDkz respawn loadouts changed: Guerrila arsenal content for GLT missions changed: Guerrila respawn loadouts changed: Ion Inc. arsenal content for GLT missions changed: Ion Inc. respawn loadouts changed: NATO arsenal content for GLT missions changed: NATO respawn loadouts changed: NDK arsenal content for GLT missions changed: NDK respawn loadouts changed: Bergen backpack and vest added to CDF autorifleman fixed: GLT_Item_Car_Glass_Small is not invisible anymore fixed: GLT 04: Delphi did not join group anymore, new capture script fixed: GLT 07: Operation Icarus: pilots did not join group anymore, new capture script fixed: GLT 14: Operation Olympus: mission description and Friendly Fire module are correct now; arsenal is now moved to random start location fixed: GLT 18: Men in Fleck: pilots did not join group anymore, new capture script fixed: GLT 21: Back in Fleck: players units were under control of friendly fire module fixed: GLT 22: Crash Site: floating objects have been adjusted, task 5 is now shown on clients fixed: missing texture of GLT_Bench1 has been added fixed: missing ammo for Spar16S in KSK Tropentarn arsenal layout fixed: texture path issue of Ion Inc. uniform icons fixed: 20Rnd_762x51_Mag has been added to several GLT flecktarn/tropentarn/winter arsenal layouts fixed: GLT KSK teamleader had no HE shells fixed: CSAT Ifrit ambulance texture was not working fixed: GLT Leopard 2A8 did not throw smoke anymore fixed: GLT Showcase: L-159 planes did not spawn new: Utes mission: Utes Incident new: Iraq mission: The Target new: Tanoa mission: Hostage Crisis new: Mortar fix (some mortars were invisible) new: ChDkz small camp composition new: Altis Police respawn loadouts updated: utes mission: Airport Assault updated: takistan mission: IS Raid updated: Bystrica mission: Operation Wilderness updated: Altis mission: Showcase Ion Inc. updated: Summer Chernarus mission: Eye of the Tiger updated: Chernarus mission: Showcase ChDkz updated: Chernarus mission: Showcase CDF updated: GLT Showcase: IFV Namer updated: GLT Showcase: Nea Dimokratia updated: GLT Showcase: Paratroopers updated: signature files
  10. [GLT] Legislator

    GLT Mod Extended - Release Thread

    GLT Mod Extended is now considered End-of-Life. All content and development is shifted into GLT Mod now.
  11. [GLT] Legislator

    GLT Mod for ArmA 3 - Release Thread

    Damn you are faster than me :D Now I feel like a gramps! After lots of months I can finally provide another update. I was busy with my job and because of many engine changes in Arma 3 I had to rewrite a lot of configs. Long story short, the main changes are: bugfixes content from GLT Mod Extended is now included in GLT Mod most missions have been disabled because they require a rework There are still some issues left, but they are not game breaking. The work will continue. Changelog changed: changes in ChDkz arsenal loadout changed: changes in NATO arsenal loadout changed: BTK first aid time reduced changed: GLT_RPK_74 now has a scope attached changed: GLT weapon and ammo crates displaynames changed: GLT supply box has a new loadout changed: RPG32 removed from GLT launcher box changed: stamina and weapon sway have been changed for GLT missions only changed: ChDkz backpack (MG) ammo changed changed: ChDkz units loadout changes disabled: lots of GLT missions are disabled for a detailed rework fixed: CSAT Kamaz 5350 was using the wrong 3D model fixed: support trucks are working again fixed: power wires now have displayname in the editor fixed: item newspaper displayname was missing fixed: icon of small carglass item was missing fixed: civilian (Vaultboy) was using the wrong shirt (thumbs up now) fixed: missing displaynames on civilian headgear fixed: some RPT error that was caused by BTKs first aid script fixed: paramsarray RPT errors caused by missions fixed: stringtable errors in GLT 02: Take Girna fixed: Bergen Flecktarn texture was not found fixed: author changed from array to string in all cpp files fixed: RPT errors with ItemInfo scope fixed: texture changes of GLT_Vest_NDK, GLT_Vest_Flecktarn, GLT_Vest_Tropentarn, GLT_Vest_Winter fixed: setviewdistance module RPT issues fixed: bad classname in cfgGroups of GLT_Support_CLS_W fixed: GLT_Bandolier_CDF UI icon texture path new: editor categories and subcategories added to many items and objects of the GLT Mod new: cfgVehicles added to uniforms, vests and headgear new: RPK-74 (port of Arma 2) new: editor subcategories added for some objects new: camera (ported object of Arma 1) new: computer (ported object of Arma 1) new: concrete panels (ported object of Arma 2) new: vases (ported objects of Arma 2) new: carpet rack (ported object of Arma 2) new: counter (ported object of Arma 2) new: tyres heap (ported object of Arma 2) new: vegetable stand (ported object of Arma 2) new: canvas hut (ported object of Arma 2) new: bucket (ported object of Arma 2) new: bowl (ported object of Arma 2) new: park bench (ported object of Arma 2) new: camping table (ported object of Arma 2) new: chest (ported object of Arma 2) new: sack (ported object of Arma 2) new: small table (ported object of Arma 2) new: urn (ported object of Arma 2) new: pillow (ported object of Arma 2) new: water pipe (ported object of Arma 2) new: wooden table (ported object of Arma 2) new: cabinet (ported object of Arma 2) new: small table (ported object of Arma 1) new: lots of signs (ported objects from Arma 2) new: inventory item laptop (ported object of Arma 2) new: inventory item radio (ported object of Arma 2) new: skeet machine and skeet disk (ported object of Arma 2) new: water reservoir (ported object of Arma 2) new: armchair (ported object of Arma 1) new: several beds (ported objects of Arma 2) new: night cabinet (ported object of Arma 2) new: several bathtubs (ported object of Arma 2) new: several cupboards (ported objects of Arma 2) new: several stoves (ported objects of Arma 2) new: kitchen table (ported object of Arma 2) new: wall unit (ported object of Arma 2) new: toilet (ported object of Arma 2) new: office table (ported object of Arma 2) new: sink (ported object of Arma 2) new: several toilets (ported object of Arma 2) new: variations of the "SPAR16" rifle with optics have been added new: new tanoa mission GLT: Operation Anaconda new: cfgVehicles added to uniforms, vests and headgear new: editor cleanup included for AiA hiding unrequired objects updated: texture of GLT flecktarn booniehat updated: all Stratis missions to be compatible with current Arma version updated: some Altis missions to be compatible with current Arma version The download link on the first page has been updated.
  12. By the hand of David Armstrong, you are right! Changing to respawnOnStart = -1; fixed the issue! Oh god, I was already checking config files for changes, searched for example missions ... tried so many things, but I never thought of something so simple. Thank you, very much kylania! :)
  13. The goal is not to create new units or alter the configs of existing units. Players should be able to decide which weapons and items they want to play with. That's why there's the arsenal feature included but that's not the point. The problem is that for whatever reason a random loadout from BIS_fnc_addRespawnInventory is selected for each player and I don't know why.
  14. No other init files or something like that. The only other code that might have something to do is loaded later (arsenal), but you have to press a key combination in order to activate it anyway. Just in case I missed something, here is the complete init.sqf The old respawn loadout safe/load function has been disabled, but it would load the previous inventory before player death anyway and not select a random loadout. // Wait until player is loaded waitUntil {(isDedicated) || !(isNull player)}; // Variables if (isNil "go") then {go = false}; if (isNil "obj1") then {obj1 = false}; if (isNil "obj2") then {obj2 = false}; if (isNil "obj3") then {obj3 = false}; glt_breath_enabled = nil; // Load main mission configuration nul = [] execVM "\glt_core\scripts\startup\main.sqf"; // Start the loading screen startLoadingScreen ["GLT: Meet the Spartans"]; // Set mission parameters waitUntil {!(isNil "paramsArray")}; if (isServer) then {setDate [2033,3,5,(paramsArray select 0),15];}; setViewDistance (paramsArray select 1); // if ((paramsArray select 2) == 1) then { // if (isServer) then {[(random 1)] call BIS_fnc_setOvercast;}; // }; if ((paramsArray select 2) == 1) then { // Server decides weather if (isServer) then { // Set and broadcast glt_mission_weather = if ((random 1) > 0.5) then { (random 1); } else { (random 0.5); }; publicVariable "glt_mission_weather"; glt_mission_wind = (random 1); publicVariable "glt_mission_wind"; // JIP flag [] spawn { sleep 5; glt_mission_weather_jip = true; publicVariable "glt_mission_weather_jip"; }; } else { // Client wait for server waitUntil {!(isNil "glt_mission_weather")}; waitUntil {!(isNil "glt_mission_wind")}; }; // Onyl set on mission start (weather is synced for JIP by engine) if (isNil "glt_mission_weather_jip") then { 0 setOvercast glt_mission_weather; 0 setLightnings glt_mission_weather; 0 setWindForce glt_mission_wind; 0 setGusts glt_mission_wind; forceWeatherChange; }; }; if ((paramsArray select 3) == 1) then { if (!isDedicated) then {[] execVM "\glt_core\scripts\marker\icons.sqf";}; }; // Set group IDs (leader group player) setgroupid ["Sparta"]; {[_x, "GLT_Patch_Sparta"] call BIS_fnc_setUnitInsignia;} foreach (playableUnits + switchableUnits); // Set Alliances CIVILIAN setFriend [WEST, 1]; CIVILIAN setFriend [EAST, 1]; // BTK Multiplayer Framework btk_fnc_getPos = compile (preprocessFileLineNumbers "functions\btk_fnc_getPos.sqf"); btk_fnc_getPosRandom = compile (preprocessFileLineNumbers "functions\btk_fnc_getPosRandom.sqf"); btk_fnc_getPosFlatEmpty = compile (preprocessFileLineNumbers "functions\btk_fnc_getPosFlatEmpty.sqf"); btk_fnc_getBuildings = compile (preprocessFileLineNumbers "functions\btk_fnc_getBuildings.sqf"); btk_fnc_getBuildingPos = compile (preprocessFileLineNumbers "functions\btk_fnc_getBuildingPos.sqf"); btk_fnc_mpf = compile (preprocessFileLineNumbers "functions\btk_fnc_mpf.sqf"); btk_fnc_taskAI = compile (preprocessFileLineNumbers "functions\btk_fnc_taskAI.sqf"); btk_fnc_taskPatrol = compile (preprocessFileLineNumbers "functions\btk_fnc_taskPatrol.sqf"); // Air Support _null = [] execVM "btk_airSupport.sqf"; // Triggers if (isServer) then { // Task 1 [] spawn { waitUntil {(east countSide list trg1 < 2)}; nul = ["task1", "Succeeded"] execVM "\glt_core\scripts\tasks\task.sqf"; "Jay Cove Port" setMarkerColor "ColorBlue"; "Jay Cove Port" setMarkerText "Jay Cove"; "Jay Cove Port" setMarkerType "mil_triangle"; "CSAT1" setMarkerType "flag_USA"; obj1 = true; publicVariable "obj1"; if (isServer) then { [] spawn { { [west, _x] call BIS_fnc_addRespawnPosition; } forEach ["Jay Cove Port"]; }; }; {_null = _x createDiaryRecord ["Diary", [localize "STR_GLT_briefing_respawn", localize "STR_respawn2_meet_the_spartans"]]; } forEach (playableUnits + switchableUnits); }; // Task 2 [] spawn { waitUntil {(east countSide list trg2 < 2)}; nul = ["task2", "Succeeded"] execVM "\glt_core\scripts\tasks\task.sqf"; "LZ Connor" setMarkerColor "ColorBlue"; "LZ Connor" setMarkerText "LZ Connor"; "LZ Connor" setMarkerType "mil_triangle"; obj2 = true; publicVariable "obj2"; if (isServer) then { [] spawn { { [west, _x] call BIS_fnc_addRespawnPosition; } forEach ["LZ Connor"]; }; }; {_null = _x createDiaryRecord ["Diary", [localize "STR_GLT_briefing_respawn", localize "STR_respawn3_meet_the_spartans"]]; } forEach (playableUnits + switchableUnits); }; // Task 3 [] spawn { waitUntil {(east countSide list trg3 < 2)}; nul = ["task3", "Succeeded"] execVM "\glt_core\scripts\tasks\task.sqf"; "Camp Maxwell" setMarkerColor "ColorBlue"; "CSAT2" setMarkerType "flag_USA"; obj3 = true; publicVariable "obj3"; }; // Trigger [] spawn { // waitUntil {({(_x in list trg4)} count (units gw1) == {alive _x} count (units gw1))}; waitUntil {(west countSide list trg4 > 1)}; go = true; publicVariable "go"; nul = [] execVM "us_spawn.sqf"; "Houses" setMarkerType "mil_triangle"; if (isServer) then { [] spawn { {[west, _x] call BIS_fnc_addRespawnPosition;} forEach ["Houses"]; }; }; {_null = _x createDiaryRecord ["Diary", [localize "STR_GLT_briefing_respawn", localize "STR_respawn4_meet_the_spartans"]]; } forEach (playableUnits + switchableUnits); }; }; // End loading screen endLoadingScreen; // Separation of SP and MP code if (isMultiplayer) then { // Define respawn points if (isServer) then { [] spawn { { [west, _x] call BIS_fnc_addRespawnPosition; } forEach [Mobile_Respawn]; }; }; // Add respawn loadouts [west, "NATO_Autorifleman_Day"] call BIS_fnc_addRespawnInventory; [west, "NATO_Autorifleman_Night"] call BIS_fnc_addRespawnInventory; [west, "NATO_Engineer_Day"] call BIS_fnc_addRespawnInventory; [west, "NATO_Engineer_Night"] call BIS_fnc_addRespawnInventory; [west, "NATO_Explosive_Specialist_Day"] call BIS_fnc_addRespawnInventory; [west, "NATO_Explosive_Specialist_Night"] call BIS_fnc_addRespawnInventory; [west, "NATO_Grenadier_Day"] call BIS_fnc_addRespawnInventory; [west, "NATO_Grenadier_Night"] call BIS_fnc_addRespawnInventory; [west, "NATO_Marksman_Day"] call BIS_fnc_addRespawnInventory; [west, "NATO_Marksman_Night"] call BIS_fnc_addRespawnInventory; [west, "NATO_Medic_Day"] call BIS_fnc_addRespawnInventory; [west, "NATO_Medic_Night"] call BIS_fnc_addRespawnInventory; [west, "NATO_Rifleman_Day"] call BIS_fnc_addRespawnInventory; [west, "NATO_Rifleman_Night"] call BIS_fnc_addRespawnInventory; [west, "NATO_Rifleman_AA_Day"] call BIS_fnc_addRespawnInventory; [west, "NATO_Rifleman_AA_Night"] call BIS_fnc_addRespawnInventory; [west, "NATO_Rifleman_AT_Day"] call BIS_fnc_addRespawnInventory; [west, "NATO_Rifleman_AT_Night"] call BIS_fnc_addRespawnInventory; [west, "NATO_Rifleman_AT2_Day"] call BIS_fnc_addRespawnInventory; [west, "NATO_Rifleman_AT2_Night"] call BIS_fnc_addRespawnInventory; [west, "NATO_Squadleader_Day"] call BIS_fnc_addRespawnInventory; [west, "NATO_Squadleader_Night"] call BIS_fnc_addRespawnInventory; // Respawn Loadout Code // if !(isDedicated) then { // player addEventHandler ["killed", { [] spawn { waitUntil {(alive player)}; [] call GLT_fnc_loadGear; }; }]; // [] spawn { // while {true} do { // sleep 5.238; // if (alive player) then { call GLT_fnc_saveGear; } else { waitUntil {(alive player)}; }; // }; // }; // }; // Intro Text [] spawn { sleep 10; _null = [] execVM "\glt_core\scripts\text\glt_introText.sqf"; sleep 7; // Arsenal execVM "\glt_core\scripts\startup\arsenal_nato.sqf"; }; } else { // Hide respawn marker "respawn_west" setMarkerType "Empty"; // Intro [] spawn { scriptName "initMission.hpp: mission start"; ["\glt_core\videos\GLT.ogv", ""] spawn BIS_fnc_titlecard; waitUntil {!(isNil "BIS_fnc_titlecard_finished")}; [getPos p1, localize "STR_desc2_meet_the_spartans"] spawn BIS_fnc_establishingShot; }; // Intro Text waitUntil {!(isNil "BIS_missionStarted")}; [] spawn { sleep 5; _null = [] execVM "\glt_core\scripts\text\glt_introText.sqf"; sleep 7; // Arsenal execVM "\glt_core\scripts\startup\arsenal_nato.sqf"; }; }; // Print Mission version to RPT glt_mission_version = "1.19"; diag_log text format["### Starting GLT: Meet the Spartans %1 ###",glt_mission_version];
  15. Hi guys, I have some issues using the respawn manager. Situation: - in multiplayer players are starting together in one group on the same side - the default inventory layout of the original unit is ignored e.g. B_Soldier_SL_F suddenly becoming an AT soldier, B_Medic_F becoming an engineer and so on description.ext - only refering to my main mod file #include "\glt_core\description.hpp" description.hpp - includes configuration for most of the missions - example only shows one loadout, the others are defined the same way // Respawn Settings respawnOnStart = 0; respawnTemplatesWest[] = {"MenuInventory", "MenuPosition"}; respawnTemplatesGuer[] = {"MenuInventory", "MenuPosition"}; reviveDelay = 30; reviveForceRespawnDelay = 5; reviveBleedOutDelay = 120; // Loadout class CfgRespawnInventory { class NATO_Squadleader_Day { displayName = "$STR_GLT_Loadout_Teamleader_Day"; icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa"; role = "Teamleader"; weapons[] = { "arifle_MX_GL_F", "hgun_Pistol_heavy_01_F", "Rangefinder" }; magazines[] = { "100Rnd_65x39_caseless_mag_Tracer", "100Rnd_65x39_caseless_mag_Tracer", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag_Tracer", "30Rnd_65x39_caseless_mag_Tracer", "11Rnd_45ACP_Mag", "11Rnd_45ACP_Mag", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "1Rnd_HE_Grenade_shell", "MiniGrenade", "HandGrenade", "SmokeShellBlue", "SmokeShellGreen", "SmokeShellRed", "SmokeShell", "SmokeShell" }; items[] = { "FirstAidKit", "GLT_Item_Bandage", "GLT_Item_Epinephrine", "GLT_Item_Morphine", "GLT_Item_Canteen" }; linkedItems[] = { "V_PlateCarrierSpec_mtp", "H_HelmetB_sand", "optic_Arco", "optic_MRD", "bipod_01_F_snd", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio" }; uniformClass = "U_B_CombatUniform_mcam"; backpack = "B_AssaultPack_mcamo"; }; }; class CfgRoles { class Teamleader { displayName = "$STR_GLT_Units_Men_Teamleader"; icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa"; }; }; init.sqf - there is other code in the init.sqf, but I tracked the issue down to BIS_fnc_addRespawnInventory; that's why I'm focusing on the multiplayer respawn part only if (isMultiplayer) then { // Define respawn points if (isServer) then { [] spawn { { [west, _x] call BIS_fnc_addRespawnPosition; } forEach [Mobile_Respawn]; }; }; // Add respawn loadouts [west, "NATO_Autorifleman_Day"] call BIS_fnc_addRespawnInventory; [west, "NATO_Autorifleman_Night"] call BIS_fnc_addRespawnInventory; [west, "NATO_Engineer_Day"] call BIS_fnc_addRespawnInventory; [west, "NATO_Engineer_Night"] call BIS_fnc_addRespawnInventory; [west, "NATO_Explosive_Specialist_Day"] call BIS_fnc_addRespawnInventory; [west, "NATO_Explosive_Specialist_Night"] call BIS_fnc_addRespawnInventory; [west, "NATO_Grenadier_Day"] call BIS_fnc_addRespawnInventory; [west, "NATO_Grenadier_Night"] call BIS_fnc_addRespawnInventory; [west, "NATO_Marksman_Day"] call BIS_fnc_addRespawnInventory; [west, "NATO_Marksman_Night"] call BIS_fnc_addRespawnInventory; [west, "NATO_Medic_Day"] call BIS_fnc_addRespawnInventory; [west, "NATO_Medic_Night"] call BIS_fnc_addRespawnInventory; [west, "NATO_Rifleman_Day"] call BIS_fnc_addRespawnInventory; [west, "NATO_Rifleman_Night"] call BIS_fnc_addRespawnInventory; [west, "NATO_Rifleman_AA_Day"] call BIS_fnc_addRespawnInventory; [west, "NATO_Rifleman_AA_Night"] call BIS_fnc_addRespawnInventory; [west, "NATO_Rifleman_AT_Day"] call BIS_fnc_addRespawnInventory; [west, "NATO_Rifleman_AT_Night"] call BIS_fnc_addRespawnInventory; [west, "NATO_Rifleman_AT2_Day"] call BIS_fnc_addRespawnInventory; [west, "NATO_Rifleman_AT2_Night"] call BIS_fnc_addRespawnInventory; [west, "NATO_Squadleader_Day"] call BIS_fnc_addRespawnInventory; [west, "NATO_Squadleader_Night"] call BIS_fnc_addRespawnInventory; } else { }; Now my questions: 1. Is the mentioned behaviour a bug of the respawn manager? 2. Did I call the respawn inventory function incorrectly? 3. Did I apply wrong settings in the description.ext / description.hpp ? 4. Did I miss a parameter to disable random loadout selection?
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