Jump to content


  • Content Count

  • Joined

  • Last visited

  • Medals

Community Reputation

10 Good

About Solidsnacks

  • Rank
    Private First Class

Contact Methods

  • Biography
    I ask the hard questions
  1. If you look at the mission in the editor you’ll see there are empty detector triggers located around the map that have Gen_Infantry/ Nato_Infantry in their “text” fields. These need to be placed within your mission for the corresponding code to execute. Also, it would help if you could share the original initserver.sqf that you copied and the one you created for your mission
  2. This is the relevant stuff. The unit is placed in the editor with "US_ARMY_FTL = group this" in its init. Technically, it's alive at mission start. I've considered a switch (true) do alternative to sort it out, but it would seem the base FUNCTIONality has my bases covered, unfortunately it does not I've tried calling it from different events: init.sqf, unit server etc. all with the same result: that the variable US_ARMY_FTL is undefined
  3. So let's take a look. The target in this case is a unit placed in the editor given the name: US_ARMY_FTL. For some wild reason unbeknownst to me, the script seems to think that US_ARMY_FTL is an undefined variable. Can anyone comment on why my logic is wrong? To be clear: the script works if I use missionNamespace, Side, and Group. it DOES NOT work when I try to reference a specific unit.
  4. Thanks for the reply. I mustn't have been clear when I said that the script works fine in the first example. I've gone over the above page you've linked many times and I can't figure out why it can't produce a specific loadout for a specific unit/object as per the function's parameters and posted my example to see if anyone else could spot what I've done wrong or explain why it wouldn't work. Thanks!
  5. As the name implies, I'm asking advice on how to create custom respawn inventories per unit using BIS_fnc_addRespawnInventory. So here's the situation: I have a group placed in the editor, the group is named and each unit belongs to the group and has "US_ARMY_FT = group this" in their inits so they all belong to the same group. Each member is individually named "US_ARMY_FTL, AR etc. So they all have a specific variable name with a similar naming convention. Here's where it gets confusing. I'm able to use BIS_fnc_addRespawnInventory to give the group respawn inventories without a hiccup. The following is what I use for the loadouts. Everything's fine when I use this method, but I wanted to fine tune it so there would be more emphasis on role selection in the lobby and also to force players to use equipment appropriate to their class. So then I came up with this, which is more or less the same as above but references the unit's variable name. Whenever I try this second method it gives me an error saying that "us_army_ftl" is an undefined variable, which is ironic considering that it says nothing about the group I reference for respawn tickets. Additionally, I have other scripts and functions that reference the unit names I've applied and I've received no error messages about them and nothing has been logged in the RPT other than the undefined variable error to indicate anything has gone wrong. It's worth noting that despite the game throwing that specific script error on mission start and it not behaving the way I want it to it still gives me the custom classes that I defined in the Description.ext based on the entries above. So my questions are: How do you make a respawn menu with loadouts custom to the unit/object. Can you do that? Why does the script think my variable is undefined? Thanks in advance!
  6. Solidsnacks

    Custom briefing background controls

    Good job! I had actually been sifting through a3\ui_f_data\... last night, but was always a hair away from what I was looking for. Once I get some proper examples set up I'll throw them onto here. Seriously, big thanks, Larrow!
  7. Solidsnacks

    Custom briefing background controls

    I had a sneaking suspicion that was the case by the time I started this thread. Thanks for chiming in.
  8. Solidsnacks

    Custom briefing background controls

    I considered that, only problem is the lack of marker links, page links etc.
  9. I'm trying to customize the background of the mission briefing notes section and haven't found anything that addresses what I'm looking for. I can control fonts and colors fine, but there doesn't seem to be anything to change the background image or color/alpha. I've looked up the old briefing.html, but it says it's now obsolete. I'm not afraid to get into Dialog controls, though from what I've read I think I'd be barking up the wrong tree.
  10. Hey Psycho, thanks for the awesome script! I use it in every mission now. I was just curious how I would go about making a single unit capable of reviving healing instead of everyone being able to revive heal. // by EightSix private ["_healer","_isMedic"]; _healer = _this; _isMedic = if (getNumber (configFile >> "CfgVehicles" >> (typeOf _healer) >> "attendant") == 1) then {true} else {false}; _isMedic I was looking at the isMedic function and I can't seem to understand how I would change it to make only one class capable of healing. I'm sure you're busy, any advice would be appreciated. Cheers on the best lightweight revive/medic script. I read your earlier post about this not being a "revive" script, and I understand that, but there must be something I can change to single out a specific unit for healing other units.
  11. I would recommend looking for training manuals related to the type of organization you want to portray (if you want to portray it realistically) and see how they approach common concepts such as warfighting functions, command and control, and task organization. These resources do require a bit of reading and research to implement 'authentically' as well as accurately, but they're a great place to get the information you're looking for. It would also help to look at real-life military operations to get a sense of what 'balance' might mean to your mission design. For instance: Operation Urgent Fury was the U.S. invasion of Grenada (an island roughly twice the size of Washington D.C.) that involved thousands of service men and women across every branch of the U.S. miltary. Hope this gives you some ideas. I'll try to give you some links to good resources when I have some time to spare as I'm a little busy right now.
  12. Solidsnacks

    Change spawned AI loadout by class

    That worked perfectly! :cheers: I had been looking at switch statements but was having a hard time wrapping my head around them. Excuse me just one more question: how was _x referenced in your example? To me it looked like it would have given back an undefined variable. At any rate. Thanks again!
  13. I'm trying to change the loadout of a unit spawned with https://community.bistudio.com/wiki/BIS_fnc_spawnGroup Right now, I'm able to spawn in a group of units and modify all of their gear, but I wanted to take it a step further and modify each group member's gear specifically. I've been looking for a means to check the class of a unit and execute custom code for said unit class, but I haven't turned up anything useful outside of defining individual units and their gear then putting them into a group. I spawn the group like this: contact1 = [getMarkerPos "con1", Independent, ["I_soldier_F", "I_soldier_F","I_Soldier_AR_F","I_Soldier_GL_F"],[],["Sergeant","Corporal","Private","Private"],[],[],[2,.5],330] call BIS_fnc_spawnGroup; }; And I modify the group like this: { if (contact1 == group _x) then { removeHeadgear _x; removeAllPrimaryWeaponItems _x; _x addHeadgear "H_Shemag_olive_hs"; _x unassignItem "NVGoggles_INDEP"; _x removeItem "NVGoggles_INDEP"; _x unassignItem "ItemMap"; _x removeItem "ItemMap"; }; } foreach units contact1; After the above I hit a wall when trying to further define the gear of individual units in the group. I've tried variations like: { if (_x == typeof I_soldier_F) then { removeallWeapons _x; _x addMagazines ["30Rnd_556x45_Stanag", 3]; _x addMagazine "HandGrenade"; _X addWeapon "Arifle_MK20_F"; }; } And: { if {(contact1 == group _x)} and {(_x = typeof "I_Soldier_F")} do { removeallWeapons _x; }; }; Admittedly I'm shooting in the dark here. If anyone can point me in the right direction, I would be very grateful.
  14. Solidsnacks

    Loadout at briefing

    Is this working for MP yet? I can get it working in SP and the editor, but it won't show the gear when I host.
  15. Solidsnacks

    Totally at a lost....intros....

    Is the vehicle of the "empty" type?