splatsh
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Posts posted by splatsh
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How about this:player addAction ["GEAR: JAVELIN", "scripts\fnc_gear.sqf", [player, "JAVELIN"]];
No, sorry, don't work
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unitName addAction [title, filename, (arguments, priority, showWindow, hideOnUse, shortcut, condition)]
But this
player addAction ["GEAR: JAVELIN","scripts\fnc_gear.sqf",(player, "JAVELIN")];
or this
player addAction ["GEAR: JAVELIN","scripts\fnc_gear.sqf",([player, "JAVELIN"])];
does not work...... help please
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Sorry, I don't know
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OK
Player initfield: (Working when I play)
hNil = [this, "START"] call compile preprocessFile "scripts\fnc_gear.sqf";
fnc_gear.sqf (Working when I play)
if (!isServer) exitWith {}; _unit = _this select 0; _strLoadout = _this select 1; removeAllWeapons _unit; removeBackpack _unit; switch (_strLoadout) do { case "MG": { if (local _unit) then { {_unit addBackpack "US_Backpack_AmmoMG_EP1";} forEach [1]; clearMagazineCargo unitBackpack _unit; {_unit addMagazine "100Rnd_556x45_BetaCMag";} forEach [1,2,3,4]; _unit addWeapon "M249_m145_EP1"; (unitBackpack _unit) addMagazineCargo ["100Rnd_556x45_BetaCMag",5]; }; }; case "START": { {_unit addBackpack "US_Backpack_AmmoMG_EP1";} forEach [1]; clearMagazineCargo unitBackpack _unit; {_unit addMagazine "100Rnd_556x45_BetaCMag";} forEach [1,2,3,4]; _unit addWeapon "M249_m145_EP1"; (unitBackpack _unit) addMagazineCargo ["100Rnd_556x45_BetaCMag",5]; }; case "STINGER": { {_unit addBackpack "US_Backpack_AmmoMG_EP1";} forEach [1]; clearMagazineCargo unitBackpack _unit; {_unit addMagazine "20Rnd_762x51_B_SCAR";} forEach [1,2,3,4,5]; _unit addWeapon "Stinger"; _unit addWeapon "ACE_SCAR_H_STD_Spect"; (unitBackpack _unit) addMagazineCargo ["20Rnd_762x51_B_SCAR",5]; (unitBackpack _unit) addMagazineCargo ["Stinger",1]; }; case "JAVELIN": { {_unit addBackpack "US_Backpack_AmmoMG_EP1";} forEach [1]; clearMagazineCargo unitBackpack _unit; {_unit addMagazine "20Rnd_762x51_B_SCAR";} forEach [1,2,3,4,5]; {_unit addMagazine "ACE_Javelin_Direct";} forEach [1]; _unit addWeapon "ACE_Javelin_Direct"; _unit addWeapon "ACE_SCAR_H_STD_Spect"; (unitBackpack _unit) addMagazineCargo ["ACE_Javelin_Direct",1]; (unitBackpack _unit) addMagazineCargo ["20Rnd_762x51_B_SCAR",5]; }; case "SNIPER": { {_unit addBackpack "US_Backpack_AmmoMG_EP1";} forEach [1]; clearMagazineCargo unitBackpack _unit; {_unit addMagazine "ACE_5Rnd_127x99_B_TAC50";} forEach [1,2,3,4,5,6,7,8,9,10,11]; _unit addWeapon "ACE_AS50"; (unitBackpack _unit) addMagazineCargo ["ACE_5Rnd_127x99_B_TAC50",10]; }; case "SMAW": { {_unit addBackpack "US_Backpack_AmmoMG_EP1";} forEach [1]; clearMagazineCargo unitBackpack _unit; {_unit addMagazine "20Rnd_762x51_B_SCAR";} forEach [1,2,3,4,5]; {_unit addMagazine "SMAW_HEAA";} forEach [1,2]; _unit addWeapon "SMAW"; _unit addWeapon "ACE_SCAR_H_STD_Spect"; (unitBackpack _unit) addMagazineCargo ["20Rnd_762x51_B_SCAR",5]; (unitBackpack _unit) addMagazineCargo ["SMAW_HEAA",1]; }; }; if (!(_unit hasWeapon "itemGPS")) then { _unit addWeapon "itemGPS"; }; _unit addWeapon "Binocular_Vector"; _unit addWeapon "NVGoggles"; _unit addMagazine "ACE_Battery_Rangefinder"; _primaryWeapon = primaryWeapon _unit; _unit selectweapon _primaryWeapon; // Fix for weapons with grenade launcher _muzzles = getArray(configFile>>"cfgWeapons" >> _primaryWeapon >> "muzzles"); _unit selectWeapon (_muzzles select 0);Now I want to addaction in my init.sqf file
This one down here is not working, but you can see how I want to have it =)
init.sqf
player addAction ["GEAR: SMAW","scripts\fnc_gear.sqf",([player, "SMAW"])]; player addAction ["GEAR: SNIPER","scripts\fnc_gear.sqf",([player, "SNIPER"])]; player addAction ["GEAR: JAVELIN","scripts\fnc_gear.sqf",([player, "JAVELIN"])]; player addAction ["GEAR: STINGER","scripts\fnc_gear.sqf",([player, "STINGER"])]; player addAction ["GEAR: MG","scripts\fnc_gear.sqf",([player, "MG"])];
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Thanks
I did try this code
player addAction ["GEAR: SMAW","scripts\fnc_gear.sqf",([player, "SMAW"])];
It did not work, it deleted all my gear. So the first part in my fnc_gear.sqf file worked, but it did not give me any new gear =/
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How to addaction with this?
This is what I have in player initfield to get the right loadout.
hNil = [this, "SMAW"] call compile preprocessFile "scripts\fnc_gear.sqf";
Now I want to add some addaction that is load different loadouts.
Some code to show you how I want it.
player addaction ["GEAR: SMAW","[player, "SMAW"]scripts\fnc_gear.sqf"]; player addaction ["GEAR: STINGER","[player, "STINGER"]scripts\fnc_gear.sqf"];
But this code don't work.
So how do I write right code that works for my purpose?
Thanks
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I am trying to do a nice custom loadout script.
But I can't get it to work right.
This is what I have right now:
fnc_gear.sqf
private ["_unit","_strLoadout"]; _unit = _this select 0; _strLoadout = _this select 1; removeAllWeapons _unit; removeBackpack _unit; clearMagazineCargo unitBackpack _unit; _unit addWeapon "Binocular_Vector"; _unit addWeapon "NVGoggles"; switch (_strLoadout) do { case "START" : { _unit addBackpack "US_Backpack_AmmoMG_EP1"; clearMagazineCargo unitBackpack _unit; _unit addMagazine "100Rnd_556x45_BetaCMag"; _unit addMagazine "100Rnd_556x45_BetaCMag"; _unit addMagazine "100Rnd_556x45_BetaCMag"; _unit addMagazine "100Rnd_556x45_BetaCMag"; _unit addMagazine "100Rnd_556x45_BetaCMag"; _unit addMagazine "ACE_Battery_Rangefinder"; _unit addweapon "M249_m145_EP1"; _unit selectWeapon "M249_m145_EP1"; (unitBackpack _unit) addMagazineCargo ["100Rnd_556x45_BetaCMag",5]; }; case "MG" : { _unit addBackpack "US_Backpack_AmmoMG_EP1"; clearMagazineCargo unitBackpack _unit; addMagazine "100Rnd_556x45_BetaCMag"; _unit addMagazine "100Rnd_556x45_BetaCMag"; _unit addMagazine "100Rnd_556x45_BetaCMag"; _unit addMagazine "100Rnd_556x45_BetaCMag"; _unit addMagazine "100Rnd_556x45_BetaCMag"; _unit addMagazine "ACE_Battery_Rangefinder"; _unit addweapon "M249_m145_EP1"; _unit selectWeapon "M249_m145_EP1"; (unitBackpack _unit) addMagazineCargo ["100Rnd_556x45_BetaCMag",5]; }; case "STINGER" : { _unit addweapon "ACE_BackPack_ACR_TT"; clearMagazineCargo unitBackpack _unit; _unit addweapon "Stinger"; _unit addMagazine "Stinger"; _unit addMagazine "20Rnd_762x51_B_SCAR"; _unit addMagazine "20Rnd_762x51_B_SCAR"; _unit addMagazine "20Rnd_762x51_B_SCAR"; _unit addMagazine "20Rnd_762x51_B_SCAR"; _unit addMagazine "20Rnd_762x51_B_SCAR"; _unit addMagazine "ACE_Battery_Rangefinder"; _unit addweapon "ACE_SCAR_H_STD_Spect"; _unit selectWeapon "ACE_SCAR_H_STD_Spect"; (unitBackpack _unit) addMagazineCargo ["20Rnd_762x51_B_SCAR",5]; (unitBackpack _unit) addMagazineCargo ["Stinger",1]; }; case "JAVELIN" : { _unit addBackpack "US_Backpack_AT_EP1"; clearMagazineCargo unitBackpack _unit; _unit addweapon "ACE_Javelin_Direct"; _unit addMagazine "ACE_Javelin_Direct"; _unit addMagazine "20Rnd_762x51_B_SCAR"; _unit addMagazine "20Rnd_762x51_B_SCAR"; _unit addMagazine "20Rnd_762x51_B_SCAR"; _unit addMagazine "20Rnd_762x51_B_SCAR"; _unit addMagazine "20Rnd_762x51_B_SCAR"; _unit addMagazine "ACE_Battery_Rangefinder"; _unit addweapon "ACE_SCAR_H_STD_Spect"; _unit selectWeapon "ACE_SCAR_H_STD_Spect"; (unitBackpack _unit) addMagazineCargo ["20Rnd_762x51_B_SCAR",5]; (unitBackpack _unit) addMagazineCargo ["ACE_Javelin_Direct",1]; }; case "SNIPER" : { _unit addBackpack "US_Backpack_EP1"; clearMagazineCargo unitBackpack _unit; _unit addMagazine "ACE_5Rnd_127x99_B_TAC50"; _unit addMagazine "ACE_5Rnd_127x99_B_TAC50"; _unit addMagazine "ACE_5Rnd_127x99_B_TAC50"; _unit addMagazine "ACE_5Rnd_127x99_B_TAC50"; _unit addMagazine "ACE_5Rnd_127x99_B_TAC50"; _unit addMagazine "ACE_5Rnd_127x99_B_TAC50"; _unit addMagazine "ACE_5Rnd_127x99_B_TAC50"; _unit addMagazine "ACE_5Rnd_127x99_B_TAC50"; _unit addMagazine "ACE_5Rnd_127x99_B_TAC50"; _unit addMagazine "ACE_5Rnd_127x99_B_TAC50"; _unit addMagazine "ACE_5Rnd_127x99_B_TAC50"; _unit addMagazine "ACE_Battery_Rangefinder"; _unit addweapon "ACE_AS50"; _unit selectWeapon "ACE_AS50"; (unitBackpack _unit) addMagazineCargo ["20Rnd_762x51_B_SCAR",5]; }; };Now, how do I call it from the players initfield?
I have try this, but I can't get it to work
_strLoadout = [this, "START"] execVM "scripts\fnc_gear.sqf";
Thanks
---------- Post added at 03:11 PM ---------- Previous post was at 01:22 PM ----------
Found this and it works
Player initfield:
hNil = [this, "START"] call compile preprocessFile "scripts\fnc_gear.sqf";
fnc_gear.sqf:
if (!isServer) exitWith {}; _unit = _this select 0; _strLoadout = _this select 1; removeAllWeapons _unit; removeBackpack _unit; switch (_strLoadout) do { case "MG": { if (local _unit) then { {_unit addBackpack "US_Backpack_AmmoMG_EP1";} forEach [1]; clearMagazineCargo unitBackpack _unit; {_unit addMagazine "100Rnd_556x45_BetaCMag";} forEach [1,2,3,4]; _unit addWeapon "M249_m145_EP1"; (unitBackpack _unit) addMagazineCargo ["100Rnd_556x45_BetaCMag",5]; }; }; case "START": { {_unit addBackpack "US_Backpack_AmmoMG_EP1";} forEach [1]; clearMagazineCargo unitBackpack _unit; {_unit addMagazine "100Rnd_556x45_BetaCMag";} forEach [1,2,3,4]; _unit addWeapon "M249_m145_EP1"; (unitBackpack _unit) addMagazineCargo ["100Rnd_556x45_BetaCMag",5]; }; case "STINGER": { {_unit addBackpack "US_Backpack_AmmoMG_EP1";} forEach [1]; clearMagazineCargo unitBackpack _unit; {_unit addMagazine "20Rnd_762x51_B_SCAR";} forEach [1,2,3,4,5]; _unit addWeapon "Stinger"; _unit addWeapon "ACE_SCAR_H_STD_Spect"; (unitBackpack _unit) addMagazineCargo ["20Rnd_762x51_B_SCAR",5]; (unitBackpack _unit) addMagazineCargo ["Stinger",1]; }; case "JAVELIN": { {_unit addBackpack "US_Backpack_AmmoMG_EP1";} forEach [1]; clearMagazineCargo unitBackpack _unit; {_unit addMagazine "20Rnd_762x51_B_SCAR";} forEach [1,2,3,4,5]; {_unit addMagazine "ACE_Javelin_Direct";} forEach [1]; _unit addWeapon "ACE_Javelin_Direct"; _unit addWeapon "ACE_SCAR_H_STD_Spect"; (unitBackpack _unit) addMagazineCargo ["ACE_Javelin_Direct",1]; (unitBackpack _unit) addMagazineCargo ["20Rnd_762x51_B_SCAR",5]; }; case "SNIPER": { {_unit addBackpack "US_Backpack_AmmoMG_EP1";} forEach [1]; clearMagazineCargo unitBackpack _unit; {_unit addMagazine "ACE_5Rnd_127x99_B_TAC50";} forEach [1,2,3,4,5,6,7,8,9,10,11]; _unit addWeapon "ACE_AS50"; (unitBackpack _unit) addMagazineCargo ["ACE_5Rnd_127x99_B_TAC50",10]; }; case "SMAW": { {_unit addBackpack "US_Backpack_AmmoMG_EP1";} forEach [1]; clearMagazineCargo unitBackpack _unit; {_unit addMagazine "20Rnd_762x51_B_SCAR";} forEach [1,2,3,4,5]; {_unit addMagazine "SMAW_HEAA";} forEach [1,2]; _unit addWeapon "SMAW"; _unit addWeapon "ACE_SCAR_H_STD_Spect"; (unitBackpack _unit) addMagazineCargo ["20Rnd_762x51_B_SCAR",5]; (unitBackpack _unit) addMagazineCargo ["SMAW_HEAA",1]; }; }; if (!(_unit hasWeapon "itemGPS")) then { _unit addWeapon "itemGPS"; }; _unit addWeapon "Binocular_Vector"; _unit addWeapon "NVGoggles"; _unit addMagazine "ACE_Battery_Rangefinder"; _primaryWeapon = primaryWeapon _unit; _unit selectweapon _primaryWeapon; // Fix for weapons with grenade launcher _muzzles = getArray(configFile>>"cfgWeapons" >> _primaryWeapon >> "muzzles"); _unit selectWeapon (_muzzles select 0); -
Thanks, but I cant do anything like that in mapeditor with support module or something else?
I need code to get that kind of support?
---------- Post added at 01:25 PM ---------- Previous post was at 12:54 PM ----------
One more thing...
I can't use SOM module and Simple support module at the same time?
When I try this in editor and have them sync with my player, then I could not answer and accept SOM missions. All I could see in my options was my support stuff.
Bug or what?
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Hi all!
It was some time now since I play Arma2, some new things are in the game now, and I dont know how to use them or what they do.
1) Simple Support module.
Put it on map and sync it with player, right?
Then I can use some support stuff?
2) Can I use support in other stuff, can I put one A-10 Thunderbolt II on map and let it support me when I need to?
How to do it?
- Give it one support waypoint?
- Sync that with something?
- Need to script it my self?
I am planing on making one map for my self with SOM and ACM modules, and that works nice, now I am looking for some support stuff, with some heli's and plane. But do I need to write code for it, or can I use map editor to get some support from them, how to do it?
Anyone got a demo stuff on support with A-10 done with mapeditor?
Thanks.
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Is CrossfireX working with OA now?
And how to get it to work?
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Nice it works in ACM =)
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What is wrong here, I cant get them to be private with my code, and I cant get them to stand in formation.
Look here, here I did gave them one order "Formation Line".
And here is my code that I am running with this:
["mas_usa_spec_at_w_hvy",1.0,"PRIVATE"] execVM "script\fncReinforce.sqf";
fncReinforce.sqf
// ["mas_usa_spec_at_w_hvy",1.0] execVM "script\fncReinforce.sqf"; private ["_unitType", "_unitSkill", "_unitRank", "_pos", "_dir", "_trg", "_airtype", "_pType", "_mygroup", "_Message", "_vehicle", "_unit", "_unit2"]; // Configuration _unitType = _this select 0; _unitSkill = _this select 1; _unitRank = _this select 2; _pos = getPos ASpad; _dir = getPos ASpad; _trg = position player; _airtype = "C130J"; _pType = "USMC_Soldier_Pilot"; _mygroup = creategroup side player; _Message = "This is eagle two, we are inbound with your reinforce drop, please stand by..."; // Create plane _vehicle = createVehicle [_airtype, _pos, [], 0, "FLY"]; //_vehicle setVehicleVarName "plane"; //plane = _vehicle; // Create pilot _unit = _mygroup createUnit [_pType, _pos, [], 0, "FLY"]; //_unit setVehicleVarName "pilot"; //pilot = _unit; _unit moveinDriver _vehicle; _unit flyinHeight 200; _vehicle flyinHeight 200; // Create soldier _unit2 = _mygroup createUnit [_unitType, _pos, [], 0, "FORM"]; _unit2 setSkill _unitSkill; _unit2 setRank _unitRank; _unit2 moveInCargo [_vehicle, 0]; // make trigger to check plane _trig = createTrigger["EmptyDetector",getPos player]; _trig setTriggerArea[0,0,0,false]; _trig setTriggerActivation["NONE","PRESENT",true]; _trig setTriggerStatements["(!alive plane)", "deletevehicle _trig;eject = false;deletevehicle _vehicle;deletevehicle _unit;", ""]; // fly to player _wp10 = _mygroup addwaypoint[_trg,0]; _wp10 setWaypointSpeed "FULL"; _wp10 setwaypointtype "MOVE"; _wp10 setWaypointStatements ["true", "eject=true;"]; sleep 2; // fly home _target22 = getPos ASpad; _wp11 = _mygroup addwaypoint[_target22,0]; _wp11 setWaypointSpeed "NORMAL"; _wp11 setwaypointtype "MOVE"; _wp11 setWaypointStatements ["true", "deletevehicle _trig;eject = false;deletevehicle _vehicle;deletevehicle _unit;"]; // Eject soldier at player position waitUntil{ eject }; (driver _vehicle) sideChat _Message; unassignVehicle _unit2; _unit2 action ["EJECT", _vehicle]; eject = false; [_unit2] join player; group player setGroupId["Alpha"]; group player selectLeader player; leader group player == leader player; deletevehicle _trig;deletevehicle _vehicle;deletevehicle _unit; // For testingSo what is wrong?
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Fully updated with ace stuff. Inkl new weapons from yesterday.
//initialize unit private ["_crate"]; _crate = _this select 0; //remove all weapons and magazines clearWeaponCargo _crate; clearMagazineCargo _crate; //weapons //west //rifles //m16 _crate addweaponcargo ["ACE_G3A3_RSAS",50]; _crate addweaponcargo ["ACE_G3A3",50]; _crate addweaponcargo ["ACE_G3SG1",50]; _crate addweaponcargo ["ACE_HK416_D10",50]; _crate addweaponcargo ["ACE_HK416_D10_SD",50]; _crate addweaponcargo ["ACE_HK416_D14",50]; _crate addweaponcargo ["ACE_HK416_D14_SD",50]; _crate addWeaponCargo["M16A2",50]; _crate addWeaponCargo["M16A2GL",50]; _crate addWeaponCargo["ACE_M16A4_IRON",50]; _crate addWeaponCargo["M16A4",50]; _crate addWeaponCargo["M16A4_GL",50]; _crate addWeaponCargo["M16A4_ACG",50]; _crate addWeaponCargo["M16A4_ACG_GL",50]; //m4 _crate addWeaponCargo["M4A1",50]; _crate addWeaponCargo["ACE_M4A1_GL",50]; _crate addWeaponCargo["ACE_M4A1_GL_SD",50]; _crate addWeaponCargo["ACE_M4A1_AIM_GL",50]; _crate addWeaponCargo["M4A1_AIM",50]; _crate addWeaponCargo["ACE_M4A1_AIM_SD",50]; _crate addWeaponCargo["ACE_M4A1_AIM_GL_SD",50]; _crate addWeaponCargo["M4A1_AIM_CAMO",50]; _crate addWeaponCargo["M4A1_AIM_SD_CAMO",50]; _crate addWeaponCargo["ACE_M4A1_EOTECH",50]; _crate addWeaponCargo["M4A1_HWS_GL",50]; _crate addWeaponCargo["M4A1_HWS_GL_CAMO",50]; _crate addWeaponCargo["M4A1_HWS_GL_SD_CAMO",50]; _crate addWeaponCargo["ACE_M4A1_ACOG",50]; _crate addWeaponCargo["ACE_M4A1_ACOG_SD",50]; _crate addWeaponCargo["M4A1_RCO_GL",50]; //m4socom _crate addWeaponCargo["ACE_SOC_M4A1_SD_9",50]; _crate addWeaponCargo["ACE_SOC_M4A1_AIM",50]; _crate addWeaponCargo["ACE_SOC_M4A1_AIM_SD",50]; _crate addWeaponCargo["ACE_SOC_M4A1_EOTECH",50]; _crate addWeaponCargo["ACE_SOC_M4A1_GL_AIMPOINT",50]; _crate addWeaponCargo["ACE_SOC_M4A1_RCO_GL",50]; _crate addWeaponCargo["ACE_SOC_M4A1_GL_13",50]; _crate addWeaponCargo["ACE_SOC_M4A1_GL_EOTECH",50]; _crate addWeaponCargo["ACE_SOC_M4A1_SHORTDOT",50]; _crate addWeaponCargo["ACE_SOC_M4A1_SHORTDOT_SD",50]; //other _crate addWeaponCargo["M8_CARBINE",50]; _crate addWeaponCargo["M8_CARBINEGL",50]; _crate addWeaponCargo["M8_COMPACT",50]; _crate addWeaponCargo["G36A",50]; _crate addWeaponCargo["G36K",50]; _crate addWeaponCargo["G36C",50]; _crate addWeaponCargo["G36_C_SD_EOTECH",50]; //sniper rifles _crate addWeaponCargo["M4SPR",50]; _crate addWeaponCargo["ACE_M4SPR_SD",50]; _crate addWeaponCargo["M8_SHARPSHOOTER",50]; _crate addWeaponCargo["ACE_M110",50]; _crate addWeaponCargo["ACE_M110_SD",50]; _crate addWeaponCargo["DMR",50]; _crate addWeaponCargo["M24",50]; _crate addWeaponCargo["M40A3",50]; _crate addWeaponCargo["ACE_TAC50",50]; _crate addWeaponCargo["ACE_TAC50_SD",50]; _crate addWeaponCargo["ACE_AS50",50]; _crate addWeaponCargo["M107",50]; _crate addWeaponCargo["ACE_M109",50]; //machineguns _crate addWeaponCargo["M8_SAW",50]; _crate addWeaponCargo["MG36",50]; _crate addWeaponCargo["M249",50]; _crate addWeaponCargo["ACE_M249PARA",50]; _crate addWeaponCargo["ACE_M249PARA_M145",50]; _crate addWeaponCargo["M240",50]; _crate addWeaponCargo["ACE_M240G_M145",50]; _crate addWeaponCargo["MK_48",50]; _crate addWeaponCargo["ACE_M60",50]; //submachineguns _crate addWeaponCargo["ACE_MP5A4",50]; _crate addWeaponCargo["MP5A5",50]; _crate addWeaponCargo["MP5SD",50]; _crate addWeaponCargo["ACE_UMP45",50]; _crate addWeaponCargo["ACE_UMP45_SD",50]; //shotguns _crate addWeaponCargo["M1014",50]; _crate addWeaponCargo["ACE_SPAS12",50]; //pistols _crate addWeaponCargo["COLT1911",50]; _crate addWeaponCargo["M9",50]; _crate addWeaponCargo["M9SD",50]; _crate addWeaponCargo["ACE_P226",50]; _crate addWeaponCargo["ACE_USP",50]; _crate addWeaponCargo["ACE_USPSD",50]; _crate addWeaponCargo["ACE_GLOCK17",50]; _crate addWeaponCargo["ACE_GLOCK18",50]; _crate addWeaponCargo["ACE_FLAREGUN",50]; _crate addWeaponCargo["ACE_P8",50]; //launchers _crate addWeaponCargo["ACE_M79",50]; _crate addWeaponCargo["ACE_M79_CQB",50]; _crate addWeaponCargo["ACE_M32",50]; _crate addWeaponCargo["M136",50]; _crate addWeaponCargo["ACE_M136_CSRS",50]; _crate addWeaponCargo["SMAW",50]; _crate addWeaponCargo["JAVELIN",50]; _crate addWeaponCargo["STINGER",50]; //crew-served _crate addWeaponCargo["ACE_M2HBPROXY",50]; _crate addWeaponCargo["ACE_MK19MOD3PROXY",50]; _crate addWeaponCargo["ACE_M3TRIPODPROXY",50]; //east //rifles //ak-47 _crate addWeaponCargo["AK_47_M",50]; _crate addWeaponCargo["AK_47_S",50]; _crate addWeaponCargo["AKS_GOLD",50]; //ak-74 _crate addWeaponCargo["AK_74",50]; _crate addWeaponCargo["AK_74_GL",50]; _crate addWeaponCargo["AKS_74_KOBRA",50]; _crate addWeaponCargo["AKS_74_PSO",50]; _crate addWeaponCargo["AKS_74_U",50]; _crate addWeaponCargo["AKS_74_UN_KOBRA",50]; //ak-107 _crate addWeaponCargo["AK_107_KOBRA",50]; _crate addWeaponCargo["AK_107_GL_KOBRA",50]; _crate addWeaponCargo["AK_107_PSO",50]; _crate addWeaponCargo["AK_107_GL_PSO",50]; //groza _crate addWeaponCargo["ACE_OC14",50]; _crate addWeaponCargo["ACE_OC14SP",50]; _crate addWeaponCargo["ACE_OC14GL",50]; _crate addWeaponCargo["ACE_OC14GLSP",50]; _crate addWeaponCargo["ACE_OC14SD",50]; _crate addWeaponCargo["ACE_OC14SDSP",50]; _crate addWeaponCargo["ACE_GR1",50]; _crate addWeaponCargo["ACE_GR1SP",50]; _crate addWeaponCargo["ACE_GR1SD",50]; _crate addWeaponCargo["ACE_GR1SDSP",50]; //other _crate addWeaponCargo["ACE_SKS",50]; _crate addWeaponCargo["ACE_SA58",50]; _crate addWeaponCargo["ACE_FAL_PARA",50]; //sniper rifles _crate addWeaponCargo["HUNTINGRIFLE",50]; _crate addWeaponCargo["VSS_VINTOREZ",50]; _crate addWeaponCargo["SVD",50]; _crate addWeaponCargo["SVD_CAMO",50]; _crate addWeaponCargo["KSVK",50]; //machineguns _crate addWeaponCargo["RPK_74",50]; _crate addWeaponCargo["PK",50]; _crate addWeaponCargo["PECHENEG",50]; //submachineguns _crate addWeaponCargo["BIZON",50]; _crate addWeaponCargo["BIZON_SILENCED",50]; //shotguns _crate addWeaponCargo["SAIGA12K",50]; //pistols _crate addWeaponCargo["ACE_TT",50]; _crate addWeaponCargo["MAKAROV",50]; _crate addWeaponCargo["MAKAROVSD",50]; _crate addWeaponCargo["ACE_SCORPION",50]; //launchers _crate addWeaponCargo["RPG7V",50]; _crate addWeaponCargo["RPG18",50]; _crate addWeaponCargo["ACE_RPG22",50]; _crate addWeaponCargo["ACE_RPG7V_PGO7",50]; _crate addWeaponCargo["ACE_RPG27",50]; _crate addWeaponCargo["ACE_RPG29",50]; _crate addWeaponCargo["METISLAUNCHER",50]; _crate addWeaponCargo["STRELA",50]; _crate addWeaponCargo["IGLA",50]; //crew-served _crate addWeaponCargo["ACE_DSHKMPROXY",50]; _crate addWeaponCargo["ACE_KORDPROXY",50]; _crate addWeaponCargo["ACE_AGS30PROXY",50]; _crate addWeaponCargo["ACE_AGS30TRIPODPROXY",50]; _crate addWeaponCargo["ACE_KONKURSTRIPODPROXY",50]; _crate addWeaponCargo["ACE_6T7TRIPODPROXY",50]; //pla //rifles _crate addWeaponCargo["QBZ95",50]; _crate addWeaponCargo["QBZ95_GL",50]; _crate addWeaponCargo["QBZ95_SD",50]; _crate addWeaponCargo["QBZ95_SP",50]; _crate addWeaponCargo["QBZ95_TI",50]; _crate addWeaponCargo["QBZ03",50]; _crate addWeaponCargo["QBZ03_SP",50]; _crate addWeaponCargo["QBZ03_TI",50]; _crate addWeaponCargo["QBZ81",50]; //sniper rifles _crate addWeaponCargo["QBU88",50]; _crate addWeaponCargo["M99",50]; //machineguns _crate addWeaponCargo["QBB95",50]; _crate addWeaponCargo["QJY88",50]; //submachineguns _crate addWeaponCargo["QCQ05",50]; //pistols _crate addWeaponCargo["QSZ92",50]; _crate addWeaponCargo["QSZ92_LS",50]; _crate addWeaponCargo["QSW06",50]; //launchers _crate addWeaponCargo["PF89B",50]; _crate addWeaponCargo["PF98",50]; _crate addWeaponCargo["HN5B",50]; //magazines //west //rifles _crate addmagazinecargo ["ACE_30Rnd_556x45_S_Stanag",50]; _crate addmagazinecargo ["ACE_30Rnd_556x45_T_Stanag",50]; _crate addmagazinecargo ["ACE_30Rnd_556x45_SB_Stanag",50]; _crate addmagazinecargo ["ACE_30Rnd_556x45_SB_S_Stanag",50]; _crate addMagazineCargo["30RND_556X45_STANAG",50]; _crate addMagazineCargo["ACE_30RND_556X45_T_STANAG",50]; _crate addMagazineCargo["30RND_556X45_STANAGSD",50]; _crate addMagazineCargo["30RND_556X45_G36",50]; _crate addMagazineCargo["30RND_556X45_G36SD",50]; //under-barrel grenade launchers _crate addMagazineCargo["1RND_HE_M203",50]; _crate addMagazineCargo["ACE_1RND_CS_M203",50]; _crate addMagazineCargo["ACE_HUNTIR_M203",50]; _crate addMagazineCargo["FLAREWHITE_M203",50]; _crate addMagazineCargo["FLAREGREEN_M203",50]; _crate addMagazineCargo["FLARERED_M203",50]; _crate addMagazineCargo["FLAREYELLOW_M203",50]; _crate addMagazineCargo["ACE_SSWHITE_M203",50]; _crate addMagazineCargo["ACE_SSGREEN_M203",50]; _crate addMagazineCargo["ACE_SSRED_M203",50]; _crate addMagazineCargo["ACE_SSYELLOW_M203",50]; _crate addMagazineCargo["1RND_SMOKE_M203",50]; _crate addMagazineCargo["1RND_SMOKEGREEN_M203",50]; _crate addMagazineCargo["1RND_SMOKERED_M203",50]; _crate addMagazineCargo["1RND_SMOKEYELLOW_M203",50]; //sniper rifles _crate addMagazineCargo["20RND_556X45_STANAG",50]; _crate addMagazineCargo["20RND_762X51_DMR",50]; _crate addMagazineCargo["ACE_20RND_762X51_SB_M110",50]; _crate addMagazineCargo["ACE_20RND_762X51_S_M110",50]; _crate addMagazineCargo["ACE_20RND_762X51_T_M110",50]; _crate addMagazineCargo["5RND_762X51_M24",50]; _crate addMagazineCargo["ACE_5RND_127X99_B_TAC50",50]; _crate addMagazineCargo["ACE_5RND_127X99_S_TAC50",50]; _crate addMagazineCargo["ACE_5RND_127X99_T_TAC50",50]; _crate addMagazineCargo["10RND_127X99_M107",50]; _crate addMagazineCargo["ACE_5RND_25X59_HEDP_BARRETT",50]; //machineguns _crate addMagazineCargo["100RND_556X45_BETACMAG",50]; _crate addMagazineCargo["200RND_556X45_M249",50]; _crate addMagazineCargo["ACE_200RND_556X45_T_M249",50]; _crate addMagazineCargo["100RND_762X51_M240",50]; //submachineguns _crate addMagazineCargo["30RND_9X19_MP5",50]; _crate addMagazineCargo["30RND_9X19_MP5SD",50]; _crate addMagazineCargo["ACE_25RND_1143X23_B_UMP45",50]; //shotguns _crate addMagazineCargo["8RND_B_BENELI_74SLUG",50]; _crate addMagazineCargo["ACE_8RND_12GA_SLUG",50]; _crate addMagazineCargo["ACE_8RND_12GA_BUCK00",50]; //pistols _crate addMagazineCargo["7RND_45ACP_1911",50]; _crate addMagazineCargo["15RND_9X19_M9",50]; _crate addMagazineCargo["15RND_9X19_M9SD",50]; _crate addMagazineCargo["ACE_15RND_9x19_USP",50]; _crate addMagazineCargo["ACE_15RND_9X19_USPSD",50]; _crate addMagazineCargo["ACE_17RND_9X19_G17",50]; _crate addMagazineCargo["ACE_33RND_9X19_G18",50]; //launchers _crate addMagazineCargo["ACE_40MM_BUCK_M79",50]; _crate addMagazineCargo["ACE_6RND_40MM_M32",50]; _crate addMagazineCargo["ACE_6RND_CS_M32",50]; _crate addMagazineCargo["SMAW_HEAA",50]; _crate addMagazineCargo["SMAW_HEDP",50]; _crate addMagazineCargo["ACE_SMAW_SPOTTING",50]; _crate addMagazineCargo["JAVELIN",50]; _crate addMagazineCargo["STINGER",50]; //crew-served _crate addMagazineCargo["ACE_M2_CSWDM",50]; _crate addMagazineCargo["ACE_MK19_CSWDM",50]; //east //rifles _crate addMagazineCargo["30RND_762X39_AK47",50]; _crate addMagazineCargo["ACE_30RND_762X39_SD_AK47",50]; _crate addMagazineCargo["ACE_30RND_762X39_S_AK47",50]; _crate addMagazineCargo["30RND_545X39_AK",50]; _crate addMagazineCargo["30RND_545X39_AKSD",50]; _crate addMagazineCargo["ACE_20RND_9X39_B_OC14",50]; _crate addMagazineCargo["ACE_20RND_9X39_S_OC14",50]; _crate addMagazineCargo["ACE_20RND_762X51_B_FAL",50]; _crate addMagazineCargo["ACE_30RND_762X51_B_FAL",50]; _crate addMagazineCargo["ACE_10RND_762X39_B_SKS",50]; //under-barrel grenade launchers _crate addMagazineCargo["1RND_HE_GP25",50]; _crate addMagazineCargo["ACE_1RND_CS_GP25",50]; _crate addMagazineCargo["FLAREWHITE_GP25",50]; _crate addMagazineCargo["FLAREGREEN_GP25",50]; _crate addMagazineCargo["FLARERED_GP25",50]; _crate addMagazineCargo["FLAREYELLOW_GP25",50]; _crate addMagazineCargo["ACE_SSWHITE_GP25",50]; _crate addMagazineCargo["ACE_SSGREEN_GP25",50]; _crate addMagazineCargo["ACE_SSRED_GP25",50]; _crate addMagazineCargo["ACE_SSYELLOW_GP25",50]; _crate addMagazineCargo["1RND_SMOKE_GP25",50]; _crate addMagazineCargo["1RND_SMOKEGREEN_GP25",50]; _crate addMagazineCargo["1RND_SMOKERED_GP25",50]; _crate addMagazineCargo["1RND_SMOKEYELLOW_GP25",50]; //sniper rifles _crate addMagazineCargo["5X_22_LR_17_HMR",50]; _crate addMagazineCargo["10RND_9X39_SP5_VSS",50]; _crate addMagazineCargo["20RND_9X39_SP5_VSS",50]; _crate addMagazineCargo["10RND_762X54_SVD",50]; _crate addMagazineCargo["5RND_127X108_KSVK",50]; //machineguns _crate addMagazineCargo["75RND_545X39_RPK",50]; _crate addMagazineCargo["100RND_762X54_PK",50]; //submachineguns _crate addMagazineCargo["64RND_9X19_BIZON",50]; _crate addMagazineCargo["64RND_9X19_SD_BIZON",50]; //shotguns _crate addMagazineCargo["8RND_B_SAIGA12_74SLUG",50]; //pistols _crate addMagazineCargo["8RND_9X18_MAKAROV",50]; _crate addMagazineCargo["8RND_9X18_MAKAROVSD",50]; _crate addMagazineCargo["ACE_8RND_762X25_B_TOKAREV",50]; _crate addMagazineCargo["ACE_20RND_765X17_VZ61",50]; //launchers _crate addMagazineCargo["PG7V",50]; _crate addMagazineCargo["PG7VL",50]; _crate addMagazineCargo["PG7VR",50]; _crate addMagazineCargo["OG7",50]; _crate addMagazineCargo["ACE_RPG29_PG29",50]; _crate addMagazineCargo["ACE_RPG29_TBG29",50]; _crate addMagazineCargo["AT13",50]; _crate addMagazineCargo["STRELA",50]; _crate addMagazineCargo["IGLA",50]; //crew-served _crate addMagazineCargo["ACE_DSHKM_CSWDM",50]; _crate addMagazineCargo["ACE_KONKURS_CSWDM",50]; _crte addMagazineCargo["ACE_KORD_CSWDM",50]; _crate addMagazineCargo["ACE_AGS30_CSWDM",50]; //pla //rifles _crate addMagazineCargo["30RND_580X42_QBZ",50]; _crate addMagazineCargo["30RND_580X42_QBZSD",50]; _crate addMagazineCargo["30RND_762X39_T81",50]; //under-barrel grenade launchers _crate addMagazineCargo["1RND_HE_QLG91",50]; _crate addMagazineCargo["FLAREWHITE_QLG91",50]; _crate addMagazineCargo["FLAREGREEN_QLG91",50]; _crate addMagazineCargo["FLARERED_QLG91",50]; _crate addMagazineCargo["FLAREYELLOW_QLG91",50]; _crate addMagazineCargo["1RND_SMOKE_QLG91",50]; _crate addMagazineCargo["1RND_SMOKEGREEN_QLG91",50]; _crate addMagazineCargo["1RND_SMOKERED_QLG91",50]; _crate addMagazineCargo["1RND_SMOKEYELLOW_QLG91",50]; //sniper rifles _crate addMagazineCargo["10RND_580X42_QBU",50]; _crate addMagazineCargo["5RND_127X108_M99",50]; //machineguns _crate addMagazineCargo["75RND_580X42_QBB",50]; _crate addMagazineCargo["200RND_580X42_QJY",50]; //submachineguns _crate addMagazineCargo["50RND_580X21_QCQ",50]; _crate addMagazineCargo["50RND_580X21_QCW",50]; //pistols _crate addMagazineCargo["20RND_580X21_QSZ",50]; _crate addMagazineCargo["20RND_580X21_QSW",50]; //launchers _crate addMagazineCargo["PF89B_RKT",50]; _crate addMagazineCargo["PF98HE_RKT",50]; _crate addMagazineCargo["PF98HEAT_RKT",50]; //ordnance //west //grenades _crate addMagazineCargo["HANDGRENADE_WEST",50]; _crate addMagazineCargo["SMOKESHELL",50]; _crate addMagazineCargo["SMOKESHELLGREEN",50]; _crate addMagazineCargo["SMOKESHELLRED",50]; _crate addMagazineCargo["SMOKESHELLYELLOW",50]; _crate addMagazineCargo["ACE_M7A3",50]; _crate addMagazineCargo["ACE_M84",50]; _crate addMagazineCargo["ACE_M34",50]; //mines _crate addMagazineCargo["MINE",50]; _crate addMagazineCargo["PIPEBOMB",50]; _crate addMagazineCargo["ACE_C4_M",50]; _crate addMagazineCargo["ACE_BBETTY_M",50]; _crate addMagazineCargo["ACE_CLAYMORE_M",50]; _crate addMagazineCargo["ACE_M2SLAM_M",50]; _crate addMagazineCargo["ACE_M4SLAM_M",50]; _crate addMagazineCargo["ACE_TRIPFLARE_M",50]; _crate addMagazineCargo["ACE_M86PDM",50]; //east //grenades _crate addMagazineCargo["HANDGRENADE_EAST",50]; _crate addMagazineCargo["SMOKESHELLPURPLE",50]; _crate addMagazineCargo["SMOKESHELLBLUE",50]; _crate addMagazineCargo["SMOKESHELLORANGE",50]; //mines _crate addMagazineCargo["MINEE",50]; _crate addMagazineCargo["ACE_POMZ_M",50]; //pla //grenades _crate addMagazineCargo["HANDGRENADE_PLA",50]; //goggles|masks //west _crate addWeaponCargo["ACE_GLASSESSPECTACLES",50]; _crate addWeaponCargo["ACE_GLASSESROUNDGLASSES",50]; _crate addWeaponCargo["ACE_GLASSESSUNGLASSES",50]; _crate addWeaponCargo["ACE_GLASSESBLACKSUN",50]; _crate addWeaponCargo["ACE_GLASSESBLUESUN",50]; _crate addWeaponCargo["ACE_GLASSESREDSUN",50]; _crate addWeaponCargo["ACE_GLASSESGREENSUN",50]; _crate addWeaponCargo["ACE_GLASSESLHD_GLASSES",50]; _crate addWeaponCargo["ACE_GLASSESTACTICAL",50]; _crate addWeaponCargo["ACE_EARPLUGS",50]; _crate addWeaponCargo["ACE_GLASSESGASMASK_US",50]; _crate addWeaponCargo["ACE_GLASSESBALAKLAVA",50]; //east _crate addWeaponCargo["ACE_GLASSESGASMASK_RU",50]; //rucksacks //west _crate addWeaponCargo["ACE_RUCKSACK_MOLLE_GREEN",50]; _crate addWeaponCargo["ACE_RUCKSACK_MOLLE_BROWN",50]; _crate addWeaponCargo["ACE_RUCKSACK_MOLLE_WOOD",50]; _crate addWeaponCargo["ACE_RUCKSACK_MOLLE_ACU",50]; _crate addWeaponCargo["ACE_RUCKSACK_MOLLE_WMARPAT",50]; _crate addWeaponCargo["ACE_RUCKSACK_MOLLE_DMARPAT",50]; _crate addWeaponCargo["ACE_RUCKSACK_MOLLE_GREEN_MEDIC",50]; _crate addWeaponCargo["ACE_RUCKSACK_MOLLE_BROWN_MEDIC",50]; _crate addWeaponCargo["ACE_RUCKSACK_MOLLE_ACU_MEDIC",50]; _crate addWeaponCargo["ACE_RUCKSACK_MOLLE_WMARPAT_MEDIC",50]; _crate addWeaponCargo["ACE_RUCKSACK_MOLLE_DMARPAT_MEDIC",50]; _crate addWeaponCargo["ACE_ANPRC77",50]; _crate addWeaponCargo["ACE_PRC119",50]; _crate addWeaponCargo["ACE_VTAC_RUSH72",50]; _crate addWeaponCargo["ACE_VTAC_RUSH72_ACU",50]; _crate addWeaponCargo["ACE_CHARLIEPACK",50]; _crate addWeaponCargo["ACE_FAST_PACKEDC",50]; _crate addWeaponCargo["ACE_COMBAT_PACK",50]; _crate addWeaponCargo["ACE_CharliePack_WMARPAT",50]; _crate addWeaponCargo["ACE_CharliePack_ACU",50]; _crate addWeaponCargo["ACE_PRC119_ACU",50]; _crate addWeaponCargo["ACE_PRC119_MAR",50]; //east _crate addWeaponCargo["ACE_RUCKSACK_RD90",50]; _crate addWeaponCargo["ACE_RUCKSACK_RD91",50]; _crate addWeaponCargo["ACE_RUCKSACK_RD92",50]; _crate addWeaponCargo["ACE_RUCKSACK_RD54",50]; _crate addWeaponCargo["ACE_RUCKSACK_RD99",50]; _crate addWeaponCargo["ACE_RUCKSACK_EAST",50]; _crate addWeaponCargo["ACE_RUCKSACK_EAST_MEDIC",50]; _crate addWeaponCargo["ACE_P159_RD90",50]; _crate addWeaponCargo["ACE_P159_RD54",50]; _crate addWeaponCargo["ACE_P159_RD99",50]; _crate addWeaponCargo["ACE_BACKPACK",50]; //tools //weapons _crate addWeaponCargo["BINOCULAR",50]; _crate addWeaponCargo["NVGOGGLES",50]; _crate addWeaponCargo["LASERDESIGNATOR",50]; _crate addWeaponCargo["ACE_RANGEFINDER_OD",50]; _crate addWeaponCargo["ACE_SPOTTINGSCOPE",50]; _crate addWeaponCargo["ACE_KESTREL4500",50]; _crate addWeaponCargo["ACE_HUNTIR_MONITOR",50]; _crate addWeaponCargo["ACE_WIRECUTTER",50]; _crate addWeaponCargo["ACE_PARACHUTEPACK",50]; _crate addWeaponCargo["ACE_PARACHUTEROUNDPACK",50]; _crate addWeaponCargo["ACE_DAGR",50]; //magazines _crate addMagazineCargo["LASERBATTERIES",50]; _crate addMagazineCargo["ACE_BATTERY_RANGEFINDER",50]; _crate addMagazineCargo["ACE_IRSTROBE",50]; _crate addMagazineCargo["ACE_KNICKLICHT_W",50]; _crate addMagazineCargo["ACE_KNICKLICHT_R",50]; _crate addMagazineCargo["ACE_KNICKLICHT_Y",50]; _crate addMagazineCargo["ACE_KNICKLICHT_G",50]; _crate addMagazineCargo["ACE_KNICKLICHT_B",50]; _crate addMagazineCargo["ACE_KNICKLICHT_IR",50]; _crate addMagazineCargo["ACE_SANDBAG_MAGAZINE",50]; //medical supplies _crate addMagazineCargo["ACE_BANDAGE",50]; _crate addMagazineCargo["ACE_LARGEBANDAGE",50]; _crate addMagazineCargo["ACE_TOURNIQUET",50]; _crate addMagazineCargo["ACE_MORPHINE",50]; _crate addMagazineCargo["ACE_EPINEPHRINE",50]; _crate addMagazineCargo["ACE_SPLINT",50]; _crate addMagazineCargo["ACE_IV",50]; _crate addMagazineCargo["ACE_PLASMA",50]; -
Hi there again.
Now I wonder how to check if I have succeded one SecOps mission.
If I have, then I get something from the game itself, like UAV, supply, and so on.
Now I like to give my squad my own present if I have manage to succed one SecOps mission.
But I dont know how I can check that.
So how to check it?
Thanks
-
Cool
I think I am after that code:
"[player] execFSM "x\ace\addons\sys_goggles\use_earplug.fsm";"
Going to test it tomorrow. =)
Thanks.
Do you have one code for use of the glasses to?
"ACE_GlassesLHD_glasses"
something like this?
"[player] execFSM "x\ace\addons\sys_goggles\use_GlassesLHD_glasses.fsm";"
Once more, thanks =)
-
Well to be able to use them you'll need to edit your ACE config file.It can be found in your Main ARMA directory > userconfig > ACE > ace_clientside_config.hpp.
Edit it with Notepad or whatever you use, and find the part which states:
/*////////////////////////////////////////////// //CONFIG SETTING FOR : ACE 2 MOD - Changeable glasses ingame //-------------------- //FEATURES: Lets you choose different glasses //--------- //TO ENABLE: Please ADD your Player Profile Name //---------- //EXAMPLE: //-------- //class Identity //{ // name = "John Doe"; //}; // // // // ////////--E D I T below THIS LINE--//////////*/ class Identity { name = "Taxi 1"; }; /*//////////////////////////////////////////////Where it says "Edit Below this Line", put your EXACT in-game name in the speech marks. Mine, as you can see, says Taxi 1.
After doing that (and remember to save!) you'll be able to equip the items in-game by just using the Action-Menu (scroll wheel).
I'm not sure there's a command to automatically equip the items from the beginning of the game though.
Oh, thanks, I have just done that with the name, and therefore I could see this action menu ingame =)
Then I wonder if I could put the earplug in my ears, and glasses on me befor start the game, but maybe its not possible =)
Thanks anyway for the info about the name stuff =))
Nice to know, thanks.
-
This might sound obvious, but have you tried:player addweapon "ACE_Earplugs";
player addweapon "ACE_GlassesLHD_glasses";
You can write that in the init.sqs, or you can simply write:
this addweapon "ACE_Earplugs"
on a unit's init line.
Hope I haven't misunderstood.
Sorry, not equip stuff, but how to use them...
That code I am looking for.
I have this in my init allready:
{ _x addWeapon "ACE_Earplugs" } foreach units group player;
{ _x addWeapon "ACE_GlassesLHD_glasses" } foreach units group player;
Now, I am looking for the code in how to use them. How to put in Earplugs into my ears, and howto put on glasses on my face.
Maybe someone knows that, or can ask ACE team =))
-
How to write in my init or other file to put in ace earplug?
I got one option to put them in when I play the game and if I have one pair with me, and so for glasses.
Now, how to write a bit of code to plug them in, anybody know howto?
player code "ACE_Earplugs";
player code "ACE_GlassesLHD_glasses";
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So this is what you mean: (Need to confirm that it is correct, I am not so good at this codes.)
title = "Time Of Day"; values[] = {1337,0,1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23}; texts[] = {"Random","00.00","01.00","02.00","03.00","04.00","05.00","06.00","07.00","08.00","09.00","10.00","11.00","12.00","13.00","14.00","15.00","16.00","17.00","1800","19.00","20.00","21.00","22.00","23.00"}; default = 12;if (isServer) then { if (paramsArray select 0 == 1337) then { skiptime(random 24); } else { skiptime (((paramsArray select 0) - daytime + 24) % 24); }; }; -
Thanks for all answers.
I use this atm and it look like it work good.
in my description.ext
values[] = {-6, 0, 8, 13, 1337};init.sqf
If ((paramsArray select 0 == 1337) and (isServer)) then { skiptime(random 24); }; else { skiptime (paramsArray select 0); };Thanks for help :)
---------- Post added at 03:15 PM ---------- Previous post was at 02:30 PM ----------
Update:
Sorry, but it does not work ok.
If I select random it will work, but when select something else it does not work...
Then I will start at 12.00 all the time. (That time I have set in editor.)
How come?
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Got this in my "description.ext"
Its from revive script, then I want to add a random option.
But I dont know how it works. This is what I have now.
description.ext
class Params { class DayTime { //paramsArray[0] title = "Time Of Day"; values[] = {-6, 0, 8, 13, 00}; texts[] = {"Morning", "Clear day", "Sundown", "Night", "Random"}; default = 0; }; };init.sqf
If (paramsArray select 0 == "00") then { skiptime(random 24); }; else { skiptime (paramsArray select 0); };But that is not working when I pick random.
Please help me, how to set this up.
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Oh, thank you,
I just added one " and all worked good, then I change the P1 to player.
So here is my code now.
onMapSingleClick "this, {_x setPos _pos; onMapSingleClick """"} foreach units group player";";
Thanks for a fast answer, and help.
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This is what I have in editor.
On player init field:
group this setGroupId["Alpha"];
And then I have one mapclick thing:
onMapSingleClick "this, P1 setPos _pos; onMapSingleClick """";";
This one is moving the soldier that name is P1 to that mapclick spot.
But how to move the entire group that are linked to the player?
I have tryed
onMapSingleClick "Alpha, Alpha setPos _pos; onMapSingleClick """";";
and
onMapSingleClick "this, Alpha setPos _pos; onMapSingleClick """";";
And that is not working.
So howto do it?
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How to set up this to work with Ambient Combat Manager?
Is that possible?

addaction problem
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted · Edited by splatsh
What?
I am using that you can see above.
In SP and MP and this code is working fine now:
in player initfield I have this:
fnc_gear.sqf
if (!isServer) exitWith {}; _unit = _this select 0; _strLoadout = _this select 1; removeAllWeapons _unit; removeBackpack _unit; switch (_strLoadout) do { case "MG": { if (local _unit) then { {_unit addBackpack "US_Backpack_AmmoMG_EP1";} forEach [1]; clearMagazineCargo unitBackpack _unit; {_unit addMagazine "100Rnd_556x45_BetaCMag";} forEach [1,2,3,4]; _unit addWeapon "M249_m145_EP1"; (unitBackpack _unit) addMagazineCargo ["100Rnd_556x45_BetaCMag",5]; }; }; case "START": { {_unit addBackpack "US_Backpack_AmmoMG_EP1";} forEach [1]; clearMagazineCargo unitBackpack _unit; {_unit addMagazine "100Rnd_556x45_BetaCMag";} forEach [1,2,3,4]; _unit addWeapon "M249_m145_EP1"; (unitBackpack _unit) addMagazineCargo ["100Rnd_556x45_BetaCMag",5]; }; case "STINGER": { {_unit addBackpack "US_Backpack_AmmoMG_EP1";} forEach [1]; clearMagazineCargo unitBackpack _unit; {_unit addMagazine "20Rnd_762x51_B_SCAR";} forEach [1,2,3,4,5]; _unit addWeapon "Stinger"; _unit addWeapon "ACE_SCAR_H_STD_Spect"; (unitBackpack _unit) addMagazineCargo ["20Rnd_762x51_B_SCAR",5]; (unitBackpack _unit) addMagazineCargo ["Stinger",1]; }; case "JAVELIN": { {_unit addBackpack "US_Backpack_AmmoMG_EP1";} forEach [1]; clearMagazineCargo unitBackpack _unit; {_unit addMagazine "20Rnd_762x51_B_SCAR";} forEach [1,2,3,4,5]; {_unit addMagazine "ACE_Javelin_Direct";} forEach [1]; _unit addWeapon "ACE_Javelin_Direct"; _unit addWeapon "ACE_SCAR_H_STD_Spect"; (unitBackpack _unit) addMagazineCargo ["ACE_Javelin_Direct",1]; (unitBackpack _unit) addMagazineCargo ["20Rnd_762x51_B_SCAR",5]; }; case "SNIPER": { {_unit addBackpack "US_Backpack_AmmoMG_EP1";} forEach [1]; clearMagazineCargo unitBackpack _unit; {_unit addMagazine "ACE_5Rnd_127x99_B_TAC50";} forEach [1,2,3,4,5,6,7,8,9,10,11]; _unit addWeapon "ACE_AS50"; (unitBackpack _unit) addMagazineCargo ["ACE_5Rnd_127x99_B_TAC50",10]; }; case "SMAW": { {_unit addBackpack "US_Backpack_AmmoMG_EP1";} forEach [1]; clearMagazineCargo unitBackpack _unit; {_unit addMagazine "20Rnd_762x51_B_SCAR";} forEach [1,2,3,4,5]; {_unit addMagazine "SMAW_HEAA";} forEach [1,2]; _unit addWeapon "SMAW"; _unit addWeapon "ACE_SCAR_H_STD_Spect"; (unitBackpack _unit) addMagazineCargo ["20Rnd_762x51_B_SCAR",5]; (unitBackpack _unit) addMagazineCargo ["SMAW_HEAA",1]; }; }; if (!(_unit hasWeapon "itemGPS")) then { _unit addWeapon "itemGPS"; }; _unit addWeapon "Binocular_Vector"; _unit addWeapon "NVGoggles"; _unit addMagazine "ACE_Battery_Rangefinder"; _primaryWeapon = primaryWeapon _unit; _unit selectweapon _primaryWeapon; // Fix for weapons with grenade launcher _muzzles = getArray(configFile>>"cfgWeapons" >> _primaryWeapon >> "muzzles"); _unit selectWeapon (_muzzles select 0);Now I want to have something that give my player (me) some actions (addAction) so I can change gear while I am playing.
But all my addActions try are fail and I don't know how to set up some addActions that can use my fnc_gear.sqf file.
addAction
http://community.bistudio.com/wiki/addAction
I have try this and I can't get it to work right.
I can't get right arguments for the code, all that happen is that
my weapon and ammor are lost when I try this:
But I need help with getting the right arguments for it (player) and (TYPE OF GEAR)
Thanks