Jump to content

kOepi

Member
  • Content Count

    71
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by kOepi

  1. kOepi

    ADV - ACE CPR

    1. The same way you wanted to balance and distinct the time value between MEDEVAC and soldiers, I suggest to distinct between MEDEVAC, soldiers and medics. RL references are the truest frame for balancing. And that is all that ACE does, balancing according to real life and you started this mod, because even that ACE mod is insufficiently balanced for you (as you stated it). 2. If I could set it to 1 or 5 seconds, it would need one person to continously perform CPR, while the other one is treating the patient or getting a doctor => enforces teamwork. It would also allow for a work-around to set a fixed timeframe. I dont want absolute realism, I want balancing, teamwork, different roles with different abilities in the same relation as it exists in the real world.
  2. kOepi

    ADV - ACE CPR

    Great mod, thank you very much. 4 suggestions: 1. add another ruler "maximum time for successfull AED" because the time frame for CPR and AED survivial is different (3% success rate difference per minute -wikipedia) 2. change amount editable in "seconds to be added with each successful CPR", values below 15 seconds are not enterable ( I want to enter "1" second ). because CPR and AED usage is not increasing the time frame IRL, it is just increasing the success rate in the same time frame. 3. add ruler "splints can be applied by" 4. add ruler "AED can be applied by" thank you for your attention
  3. it works better with assignascargo and ordergetin, but after like 10 or 15 seconds they disembark again ...
  4. Hello, I am dying inside ... why is it so difficult to make a quick reaction force in ArmA 3! What I want to do: Trigger activates units to get/teleport) into their vehicle and then move to certain location, disembark and sweep area in a coordinated(specific) way. I also wish to use Devas vehicle and patrol script... what I have tried so far: -make convoy without additional troops and move it somewhere: works. (uaz, uaz/HMG, BTR, ural, uaz/HMG) -make convoy with additional troops and move it somewhere: does not work, troops disembark when starting or vehicle starts without waiting on troops being loaded. - setvehiclelock before and after units have been "moveincargo": does not work, troops still disembark after they have been moved. use DEVAS convoy script: http://www.armaholic.com/page.php?id=31925 -make w/o and move: works -make with and move: does not work, troops disembark. - setvehiclelock before and after units have been "moveincargo": does not work, troops still disembark right after they have been moved. can anyone point me into the right direction? OFP/ArmA developers: shame on you! Thank you in advance kOepi
  5. I have and it worked, sometimes. My problem is not mainly that I cannot get them inside the vehicle, my problem is that they dont stay inside.
  6. Looking for a milsim oriented group, I am 30 years old. What am I not looking for? A group that cannot play -without radios -without shactac -without a compass -PvP . If everyone in your squad has a radio, you use shactac to overcome situational awareness, without a compass you lack vocabulary to call out contacts and your tactics, techniques and procedures only work on AI ... then I am not interested. Basically what that means if your group is from ww2, vietnam up to the 90's conventional armies, I am interested. I would prefer a three fireteam Rifle Squad. greetz kOepi
  7. Toadie, knowing you are busy, just a hint from myself pointing at your PM inbox. greetz
  8. I think I solved the same problem for myself. It looks like you just have to uncheck that one AI, that you selected as a "player" and then it should work fine.
  9. kOepi

    US Military Mod

    This mod enables proper gameplay from the ground. Very awesome Work you did there, especially like the Field Packs and bandoleer, ammo belts. Critique: Vests that dont have armor, have armor values and are pretty light. Awesome work though !
  10. Good Work ! marvin, accept me on steam or answer the PM, please.
  11. kOepi

    Land Navigation mod

    great mod ! issue that I found : 1. when you either set "init hint =0" or "add hotkey hint = 0", then the hand ange dissappears and ( randomly ) the other options, that have been turned on or off are not on or off. 2. hotkeys dont work in multiplayer ! very nice idea though !
  12. kOepi

    Fluid Door/Hatch Opening

    lordprimate, take the link from the dropbox, that one is not corrupted. Btw. I couldnt get it to work with ACE...
  13. kOepi

    Switching weapons on the move

    hey, great idea! works with ACE, but it does not take the binding changes immedeately, so you will need to restart the game.
  14. it is fairly simple to record it from videos like this:
  15. swapped with which one? another one of the same type that isnt broken or another of the opposing type that will not fit, because it is made from a different country for a different rifle? Besides: after swapping a scope, normally and for sure back in those days you will have to zero it again. @ Topic Starter great work, sent a PM to show some support !
  16. hey, I am looking for a group that is trying hard to be professional, -preferably doesnt use a ranking structure - uses ACRE or TFAR - uses ACE3 - is TvT focused ( thats where you really need to apply tactics ) - offers a mature environment ( I am 30 myself and play this type of game for like 10 years ) - has a good attitude and feeling for common sense - uses a great deal of seriousness without micromanaging from the very top to the individual I am not interested in playing with/on -shactac HUD -3rd person server -a "sergant" that shouldnt even be a "private" -my talkative, immature, swearing 13 year old brother -lasers and IR strobes on while running through the night -using the radio like it is some kind of conference meeting ( on squad level I dont like radios, normally ) -people that cannot play this game without a compass or without a radio ( basics are key ) If a group has all this, I will take any role and do any training that is asked from me. Anyone looking for these people? greetz kOepi
  17. hey, I am looking for a script or similar that I can implement in a mission to bring a little more realism to it. Would be thankful any guidance or idea here ! currently observed: The Groupleader has this HUD info on the bottom left that indicates how many people are in his squad expected: The Groupleader should not automatically know how many people in his squad go down and take actions based on that information. So, what I imagine is this: 1. The HUD gets removed somehow 2. The HUD fails to update after mission start and doesnt tell about the status of individuals. greetz kOepi
  18. nice one, thank you. A hint for you: "The Wrecking crew" has in their standard managed to "disconnect" the players from their teams after joining the game. Couldnt see how it was implemented though.
  19. Hey guys, I got several switch dos running until day and now I am trying to make another one to supervise my gearscript. fnc_gear3 is working, fnc_gear is not, neither is fnc_gear4 is. seems to me like a simple structure/syntax problem, hopefully someone can tell me what it is. I call the scripts through the init field in the unit respectively for testing purposes: [this, 1] call fnc_Gear4 [this, PL] call fnc_Gear [this, PS] call fnc_Gear [this] call fnc_gear3 please help me !
  20. AWESOME, thank you very much, finally I got it working !
  21. mhm. doesnt work: fnc_Gear2 = { switch (_this select 1) do { case "PL":{call fnc_removeall;}; case "PL2":{execVM "scripts\loadouts\PL2.sqf";}; case "PS":{execVM "scripts\loadouts\PS.sqf";}; case "PS2":{execVM "scripts\loadouts\PS2.sqf";}; case "FRO":{execVM "scripts\loadouts\P22.sqf";}; }; }; [this, "PL"] call fnc_gear2 [this, "PL2"] call fnc_gear2 even get an error message: PL2.sqf private ["_GMC"]; _GMC = |#|_this select 0; IF(!local _GMC) exitwith {}; Error undefined variable in expression This is what my PL2.sqf looks like: // Guerilla Marines Platoon leader private ["_GMC"]; _GMC = _this select 0; IF(!local _GMC) exitwith {}; waitUntil { !isNull player }; _GMC call fnc_removeall; // clothing //[_GMC,1] call fnc_giveHeadGear; //[_GMC,3] call fnc_giveFaceW; [_GMC,8] call fnc_giveUniform; [_GMC,1] call fnc_giveVest; //[_GMC,1] call fnc_giveBackPack; // items - Radio _GMC call fnc_giveCmps; _GMC call fnc_giveMS; _GMC call fnc_giveitems; _GMC call fnc_givecableties; // weapons _GMC call fnc_giveWAK74_1; _GMC call fnc_giveWMakS; _GMC call fnc_givegrensVA; // backpack content // 18.65 kg
  22. hey guys, I have some problems with my gearscript that works fine in editor and on a dedicated server with up to 6 guys. Issues: Gearscript loads partially, usually better at the start, horribly for JIPs bringing out weapons or gear from bodies or cars memory crashes the game. I am using the ollsen framework for arma3. I really wanna keep it, cause I see some benefits having it as functions for future missions with AI spawing with custom gear. Looks like I have redo this, but hopefully one of you can see the mistake here and help me out. how on earth can I put it into the scrollable code format? my fn_functions.sqf: fnc_removeall = { removeAllWeapons _this; removeAllItems _this; removeAllAssignedItems _this; //removeUniform _this; removeVest _this; removeBackpack _this; //removeHeadgear _this; removeGoggles _this; }; // 0.0051 ms // Items, Radios fnc_giveradio = { private ["_rad"]; _rad = switch (_this select 1) do { case 1:{"tf_pnr1000a_1"}; case 2:{"tf_rf7800str"}; case 3:{"tf_anprc152_19"}; default {""}; }; if (_rad == "") exitWith {false}; (_this select 0) linkitem _rad; true; }; fnc_giveMS = { for "_i" from 1 to 1 do {_this addItemToUniform "ACE_tourniquet";}; for "_i" from 1 to 2 do {_this addItemToUniform "ACE_fieldDressing";}; for "_i" from 1 to 1 do {_this addItemToUniform "ACE_morphine";}; for "_i" from 1 to 1 do {_this addItemToUniform "ACE_elasticBandage";}; for "_i" from 1 to 1 do {_this addItemToUniform "ACE_personalAidKit";}; for "_i" from 1 to 2 do {_this addItemToUniform "ACE_packingBandage";}; _this addItemToUniform "ACE_EarPlugs"; }; fnc_giveMSHM = { clearAllItemsFromBackpack _this; _this additemtobackpack "ACE_surgicalKit"; for "_i" from 1 to 10 do {_this addItemToBackpack "ACE_fieldDressing";}; for "_i" from 1 to 10 do {_this addItemToBackpack "ACE_elasticBandage";}; for "_i" from 1 to 1 do {_this addItemToBackpack "ACE_personalAidKit";}; for "_i" from 1 to 10 do {_this addItemToBackpack "ACE_packingBandage";}; for "_i" from 1 to 26 do {_this addItemToBackpack "ACE_morphine";}; for "_i" from 1 to 13 do {_this addItemToBackpack "ACE_tourniquet";}; for "_i" from 1 to 26 do {_this addItemToBackpack "ACE_epinephrine";}; for "_i" from 1 to 5 do {_this addItemToBackpack "ACE_atropine";}; for "_i" from 1 to 4 do {_this addItemToBackpack "ACE_bloodIV_250";}; for "_i" from 1 to 2 do {_this addItemToBackpack "ACE_bloodIV_500";}; for "_i" from 1 to 4 do {_this addItemToBackpack "ACE_salineIV_250";}; for "_i" from 1 to 2 do {_this addItemToBackpack "ACE_plasmaIV_500";}; for "_i" from 1 to 4 do {_this addItemToBackpack "ACE_plasmaIV_250";}; for "_i" from 1 to 4 do {_this addItemToBackpack "rhs_mag_an_m8hc";}; for "_i" from 1 to 4 do {_this addItemToBackpack "rhs_mag_m18_yellow";}; }; fnc_giveCmps = { _this linkItem "Itemcompass"; }; fnc_giveGPS = { //_this linkitem "ItemGPS"; }; fnc_giveitems = { _this addweapon "binocular"; _this linkItem "ItemMap"; _this linkItem "Itemwatch"; }; // 0.00517 ms // Clothing // Clothing // Clothing fnc_giveUniform = { private ["_uni"]; _uni = switch (_this select 1) do { case 1:{"rhs_uniform_mflora_patchless"}; case 2:{"CORX_Uniform_3CDesert"}; case 3:{"CORX_Uniform_6CDesert"}; case 4:{"rhs_uniform_FROG01_d"}; case 5:{"MEF_Wood_MARPAT_RM_LS"}; case 6:{"U_B_HeliPilotCoveralls"}; case 7:{"tin_uniform_fra_daguet_medic"}; case 8:{"ACC_U_Pantera_D"}; default {""}; }; if (_uni == "") exitWith {false}; (_this select 0) forceaddUniform _uni; true; }; fnc_giveVest = { private ["_vest"]; _vest = switch (_this select 1) do { case 1:{"rhs_6b13_6sh92"}; case 2:{"rhs_6sh92_headset"}; case 3:{"CORX_Vest_6CDesert"}; case 4:{"rhsusf_spc_rifleman"}; case 5:{"V_BandollierB_rgr"}; case 6:{"CORX_Vest_M81"}; case 7:{"rhs_6b13_6sh92_vog"}; case 8:{"rhs_6b23_ML_medic"}; default {""}; }; if (_vest == "") exitWith {false}; (_this select 0) addVest _vest; true; }; fnc_giveBackPack = { private ["_BP"]; _BP = switch (_this select 1) do { case 1:{"ACC_AssaultPack_D"}; case 2:{"rhs_sidor"}; case 3:{"B_Kitbag_rgr"}; case 4:{"tf_mr3000"}; case 5:{"CORX_Kitbag_3CDesert"}; case 6:{"tin_backpack_medic_tan"}; case 7:{"UKAF_PackCom"}; default {""}; }; if (_BP == "") exitWith {false}; (_this select 0) addBackpack _BP; true; }; // clothing headgear // clothing headgear // clothing headgear fnc_giveHeadGear = { private ["_HG"]; _HG = switch (_this select 1) do { case 1:{"H_Bandanna_sgg"}; // Bandana Sage case 2:{"H_Bandanna_khk"}; // Bandana khaki case 3:{"rhs_beanie_green"}; //EMR-summer Beanie case 4:{"rhs_fieldcap"}; // flora field cap case 5:{"rhs_fieldcap_ml"}; // mountain les field cap case 6:{"MEF_Woodland_8Point"}; // Field Cap marpat woodland case 7:{"rhs_Booniehat_marpatwd"}; // Boonie Hat marpat woodland case 8:{"rhs_Booniehat_marpatd"}; // Boonie Hat marpat desert case 9:{"H_Cap_grn"}; // Blue Cap for Pilot case 10:{"ACC_MilCap_W"}; // woodland pantera military cap default {""}; }; if (_HG == "") exitWith {false}; (_this select 0) addHeadGear _HG; true; }; fnc_giveHeadGToUniform = { private ["_HG"]; _HG = switch (_this select 1) do { case 1:{"rhs_Booniehat_marpatd"}; // Field Cap case 2:{"rhs_Booniehat_marpatwd"}; // Field Cap case 3:{"rhsusf_ach_bare_headset"}; // Helmet for SL on body case 4:{"rhs_Booniehat_marpatwd"}; // Helmet for HQ on body case 5:{"H_PilotHelmetHeli_O"}; // Pilot Helmet for Pilot on body default {""}; }; if (_HG == "") exitWith {false}; (_this select 0) addItemToUniform _HG; true; }; // CLothing - Facewear // CLothing - Facewear // CLothing - Facewear fnc_giveFaceW = { private ["_FW"]; _FW = switch (_this select 1) do { case 1:{"G_Bandanna_tan"}; // facemask tan case 2:{"G_Bandanna_oli"}; // facemask olive case 3:{"G_Bandanna_khk"}; // facemask khaki case 4:{"G_Aviator"}; // facemask khaki default {""}; }; if (_FW == "") exitWith {false}; (_this select 0) addGoggles _FW; true; }; fnc_giveHelmet = { private ["_HM"]; _HM = switch (_this select 1) do { case 1:{"ACC_H_MICH_W"}; case 2:{"rhsusf_ach_bare"}; case 3:{"rhsusf_ach_bare_des"}; case 4:{"rhsusf_ach_bare_des_headset"}; case 5:{"rhsusf_ach_bare_semi_headset"}; case 6:{"tin_helmet_fra_ce"}; case 7:{"ACC_H_MICH_D"}; default {""}; }; if (_HM == "") exitWith {false}; (_this select 0) addHeadGear _HM; true; }; // Russian weapons // Russian weapons // Russian weapons fnc_giveWMaks = { _this addItemtoVest "rhs_mag_9x18_12_57N181S"; _this addWeapon "rhs_weap_makarov_pmm"; for "_i" from 1 to 1 do {_this addItemToVest "rhs_mag_9x18_12_57N181S";}; _this additemtouniform "ACE_MapTools"; }; fnc_giveWAK74_1 = { for "_i" from 1 to 3 do {_this addItemToVest "rhs_30Rnd_545x39_AK_green";}; _this addWeapon "rhs_weap_ak74m_2mag_camo"; for "_i" from 1 to 4 do {_this addItemToVest "rhs_30Rnd_545x39_AK";}; }; fnc_giveWAK74_GP = { for "_i" from 1 to 3 do {_this addItemToVest "rhs_30Rnd_545x39_AK_green";}; _this addWeapon "rhs_weap_ak74m_gp25"; for "_i" from 1 to 4 do {_this addItemToVest "rhs_30Rnd_545x39_AK";}; _this addPrimaryWeaponItem "tb_acc_kobra"; for "_i" from 1 to 8 do {_this addItemToVest "rhs_VOG25";}; for "_i" from 1 to 6 do {_this addItemToBackpack "rhs_VOG25";}; for "_i" from 1 to 10 do {_this addItemToBackpack "rhs_GRD40_White";}; for "_i" from 1 to 2 do {_this addItemToBackpack "rhs_GRD40_red";}; for "_i" from 1 to 2 do {_this addItemToBackpack "rhs_GRD40_green";}; }; fnc_giveWAK74_2 = { for "_i" from 1 to 7 do {_this addItemToVest "rhs_30Rnd_545x39_AK";}; _this addWeapon "rhs_weap_ak74m_desert"; _this addPrimaryWeaponItem "rhs_acc_pkas"; }; fnc_giveWRPK74 = { for "_i" from 1 to 10 do {_this addItemToVest "jo_60rnd_AK12";}; _this addWeapon "JO_RF_RPK74M"; }; fnc_giveWAK74U = { _this addItemToVest "CUP_30Rnd_TE1_Green_Tracer_545x39_AK_M"; _this addItemToVest "CUP_30Rnd_TE1_Red_Tracer_545x39_AK_M"; _this addItemToVest "CUP_30Rnd_TE1_Yellow_Tracer_545x39_AK_M"; for "_i" from 1 to 4 do {_this addItemToVest "CUP_30Rnd_545x39_AK_M";}; _this addWeapon "CUP_arifle_AKS74U"; _this addPrimaryWeaponItem "CUP_optic_Kobra"; _this addPrimaryWeaponItem "CUP_muzzle_PBS4"; _this addItemToUniform "tf_microdagr"; }; fnc_giveWSVD = { for "_i" from 1 to 9 do {_this addItemToVest "rhs_10Rnd_762x54mmR_7N1";}; _this addWeapon "rhs_weap_svdp_wd"; _this addPrimaryWeaponItem "rhs_acc_pso1m2"; }; fnc_giveWVSS = { for "_i" from 1 to 7 do {_this addItemToVest "CUP_20Rnd_9x39_SP5_VSS_M";}; _this addWeapon "CUP_srifle_VSSVintorez"; _this addPrimaryWeaponItem "CUP_optic_PSO_1"; }; fnc_givegrens2 = { for "_i" from 1 to 2 do {_this addItemToVest "ACE_M84";}; for "_i" from 1 to 2 do {_this addItemToVest "rhs_mag_rdg2_white";}; for "_i" from 1 to 2 do {_this addItemToVest "rhs_mag_m18_green";}; for "_i" from 1 to 2 do {_this addItemToVest "rhs_mag_rgd5";}; _this addItemToVest "rhs_mag_rgd5"; _this addItemToVest "rhs_mag_rgd5"; _this addItemToVest "rhs_mag_rdg2_white"; }; fnc_givegrensBPR = { _this addItemtoBackpack "rhs_mag_rgd5"; _this addItemToBackpack "rhs_mag_rdg2_white"; }; fnc_giveWRPG32 = { _this addItemToBackpack "RPG32_F"; _this addWeapon "launch_RPG32_F"; _this addItemToBackpack "RPG32_F"; }; fnc_giveWRPG18 = { for "_i" from 1 to 2 do {_this addItemToBackpack "CUP_RPG18_M";}; _this addWeapon "CUP_launch_RPG18"; }; // American weapons // American weapons // American weapons fnc_giveWM9 = { for "_i" from 1 to 1 do {_this addItemToVest "11Rnd_45ACP_Mag";}; _this addWeapon "hgun_Pistol_heavy_01_F"; for "_i" from 1 to 1 do {_this addItemToUniform "11Rnd_45ACP_Mag";}; _this additemtovest "ACE_MapTools"; }; fnc_giveWM16_1 = { for "_i" from 1 to 7 do {_this addItemToVest "rhs_mag_30Rnd_556x45_M855A1_Stanag";}; _this addWeapon "rhs_weap_m16a4_carryhandle_grip_pmag"; _this addPrimaryWeaponItem "tb_acc_compM4"; _this addPrimaryWeaponItem "rhsusf_acc_anpeq15_light"; }; fnc_giveWM16_2 = { for "_i" from 1 to 4 do {_this addItemToVest "rhs_mag_30Rnd_556x45_M855A1_Stanag";}; for "_i" from 1 to 3 do {_this addItemToVest "rhs_mag_30Rnd_556x45_M855A1_Stanag_Tracer_Red";}; _this addWeapon "rhs_weap_m16a4"; //_this additemToUniform "11Rnd_45ACP_Mag"; }; fnc_giveWM16M203 = { for "_i" from 1 to 3 do {_this addItemToVest "rhs_mag_30Rnd_556x45_M855A1_Stanag";}; for "_i" from 1 to 3 do {_this addItemToVest "rhs_mag_30Rnd_556x45_M855A1_Stanag_Tracer_Red";}; for "_i" from 1 to 14 do {_this addItemToVest "rhs_mag_M433_HEDP";}; for "_i" from 1 to 10 do {_this addItemToVest "rhs_mag_m714_White";}; _this addWeapon "rhs_weap_m4_m320"; for "_i" from 1 to 1 do {_this addItemToUniform "rhs_mag_30Rnd_556x45_M855A1_Stanag";}; //_this additemToUniform "tf_microdagr"; for "_i" from 1 to 2 do {_this addItemToVest "rhs_mag_m715_Green";}; for "_i" from 1 to 2 do {_this addItemToVest "rhs_mag_m713_Red";}; }; fnc_giveWM249 = { _this addItemToVest "rhs_200rnd_556x45_M_SAW"; _this addWeapon "rhs_weap_m249_pip_L"; for "_i" from 1 to 2 do {_this addItemToVest "rhs_200rnd_556x45_M_SAW";}; for "_i" from 1 to 1 do {_this addItemToUniform "11Rnd_45ACP_Mag";}; }; fnc_giveCCO = { _this addPrimaryWeaponItem "rhsusf_acc_eotech_552"; _this addPrimaryWeaponItem "rhsusf_acc_anpeq15_light"; }; fnc_giveCCO2 = { _this addPrimaryWeaponItem "rhs_acc_ekp1"; }; fnc_giveACOG = { _this addPrimaryWeaponItem "rhsusf_acc_anpeq15_light"; _this addPrimaryWeaponItem "CUP_optic_ACOG"; }; fnc_givegrensVA = { for "_i" from 1 to 2 do {_this addItemToVest "ACE_M84";}; for "_i" from 1 to 2 do {_this addItemToVest "rhs_mag_an_m8hc";}; for "_i" from 1 to 2 do {_this addItemToVest "rhs_mag_m18_green";}; for "_i" from 1 to 2 do {_this addItemToVest "rhs_mag_m67";}; }; fnc_giveAARkit = { _this addItemToBackpack "ACE_SpareBarrel"; for "_i" from 1 to 3 do {_this additemtoBackpack "rhs_200rnd_556x45_M_SAW";}; _this addItemtoBackpack "rhs_Booniehat_marpatd"; }; fnc_giveAARkit2 = { for "_i" from 1 to 10 do {_this additemtoBackpack "jo_60rnd_AK12";}; }; fnc_giveFROkit = { _this addItemToBackpack "ACRE_PRC77_ID_1"; }; fnc_give556V = { _this addItemToVest "rhs_200rnd_556x45_M_SAW"; }; fnc_give545B = { for "_i" from 1 to 4 do {_this additemtoBackpack "jo_60rnd_AK12";}; }; // special equipment // special equipment // special equipment fnc_givecableties = { _this additemtovest "ACE_CableTie"; _this additemtovest "ACE_CableTie"; }; fnc_giveMineRSF = { _this additemToBackpack "APERSTripMine_Wire_Mag"; for "_i" from 1 to 2 do {_this additemtoBackPack "rhs_mine_pmn2_mag";}; }; fnc_giveMine = { private ["_Mn"]; _Mn = switch (_this select 1) do { case 1:{"rhs_mine_tm62m_mag"}; // Russian Anti tank blast mine case 2:{"rhs_mine_pmn2_mag"}; // Anti Personal stake mine case 3:{"CUP_PipeBomb_M"}; // remote controlled satchel case 4:{"DemoCharge_Remote_Mag"}; // m112 explosive case 5:{"APERSTripMine_Wire_Mag"}; // Anti personnel bounding mine default {""}; }; if (_Mn == "") exitWith {false}; (_this select 0) additemToBackpack _Mn; true; }; my fn_functions will be loaded through the description.hpp: #ifdef description #include "dia\rscdefinitions.hpp" //Must have for the end screen to work, if removed Arma 3 will crash on mission load #include "dia\endscreen\dia_endscreen.hpp" //Must have for the end screen to work, if removed Arma 3 will crash on mission load respawn = "BASE"; //Do not change, spectator script needs people to respawn, to be declared as dead and put into spectator mode respawndelay = 5; //5 seconds are needed to make sure people properly die and go into spectator disabledAI = 1; //disabledAI does so not slotted units do not spawn as ai respawnButton = 0; //Disables the respawn button respawnDialog = 0; //Disables the score screen while respawning class Extended_PreInit_EventHandlers { class Mission { init = "'' call compile preprocessFileLineNumbers 'preinit.sqf'; call compile preprocessFileLineNumbers 'functions\fn_functions.sqf'; "; //Compiles the gear script for the server and client }; }; #endif #ifdef description_titles #include "dia\debug\dia_debug.hpp" //Must have for the end screen to work, if removed Arma 3 will crash on mission load #endif the loadout for the individual is an the R.sqf: // Rifleman Scout private ["_MRP"]; _MRP = _this select 0; IF(!local _MRP) exitwith {}; waitUntil { !isNull player }; _MRP call fnc_removeall; // clothing //[_MRP,1] call fnc_giveHelmet; //[_MRP,2] call fnc_giveUniform; [_MRP,6] call fnc_giveVest; // items - Radio [_MRP,2] call fnc_giveHeadGToUniform; _MRP call fnc_giveCmps; _MRP call fnc_giveMS; _MRP call fnc_giveitems; _MRP call fnc_givecableties; // weapons //sleep 0.001; _MRP call fnc_giveWM16_1; _MRP call fnc_giveACOG; _MRP call fnc_givegrensVA; _MRP call fnc_give556V; //0.003711 ms //0.003809 ms // 21.9 kg and the vehicle loadout that breaks everyone everytime is in the offroadwest.sqf: //box1.sqf //TVT 85 Fire with Fire Eastern offroad //Author's: =DWT= & Hashsix // Crates Init : nul = [this] execVM "ammobox.sqf"; if (! isServer) exitWith {}; _crate = _this select 0; if (isServer) then { clearMagazineCargoGlobal _crate; clearWeaponCargoGlobal _crate; clearItemCargoGlobal _crate; clearbackpackcargoGlobal _crate; // crew served stuff _crate addItemCargoGlobal ["ACE_Tripod", 1]; _crate addWeaponCargoGlobal ["rhs_weap_m240B_CAP",1]; _crate addMagazineCargoGlobal ["rhsusf_100Rnd_762x51", 14]; // medical supplies _crate additemCargoGlobal ["ACE_fieldDressing",6]; _crate additemCargoGlobal ["ACE_elasticBandage",6]; _crate additemCargoGlobal ["ACE_personalAidKit",6]; _crate additemCargoGlobal ["ACE_packingBandage",6]; _crate additemCargoGlobal ["ACE_morphine",6]; _crate additemCargoGlobal ["ACE_tourniquet",6]; _crate additemCargoGlobal ["ACE_epinephrine",6]; _crate additemCargoGlobal ["ACE_atropine",6]; _crate additemCargoGlobal ["ACE_bloodIV_250",6]; _crate additemCargoGlobal ["ACE_bloodIV_500",6]; _crate additemCargoGlobal ["ACE_salineIV_250",6]; _crate additemCargoGlobal ["ACE_plasmaIV_500",6]; _crate additemCargoGlobal ["ACE_plasmaIV_250",6]; _crate additemCargoGlobal ["ACE_surgicalKit",1]; }; thankful for all input greetz kOepi
  23. thanks the spaces were a problem, now only the loadouts dont get loaded when JIPs get in, they dont have uniform or vests ...
  24. @ fight 9 No, it is for testing purposes only. if I can get the uniform running, I will put the rest of the loadout into it. as I accomplished in this post. I had that running before I started this thread, so this is optimization less important for the player loadouts, much more important for the AI loadouts that spawn in the field, unfortunately not with all the assigned gear until that point. ------------------------------------------ I came one step further: now I can call functions without a switch / do. so this is what I am working on right now: fnc_removeall2 = { private ["_allunits"]; _allunits = (_this select 0); removeAllWeapons _allunits; removeAllItems _allunits; removeAllAssignedItems _allunits; removeUniform _allunits; removeVest _allunits; removeBackpack _allunits; removeHeadgear _allunits; removeGoggles _allunits; true; }; // Problem starts: I have to set for each case the global variable, for case 1 it is A0_1, case 2 it is A0_2 ... fnc_Callloadout3 = { call fnc_removeall2; // works private ["_unitname"]; _unitname = switch (_this select 1) do { case 1:{"scripts\loadouts\PL.sqf"}; // Platoon Leader Profile case 2:"scripts\loadouts\PS.sqf"}; // Platoon Sergeant Profile case 3:{"scripts\loadouts\FRO.sqf"}; // Field Radio Operator case 4:{"scripts\loadouts\HM.sqf"}; // Hospital Corpsman default {""}; }; if (_unitname == "") exitWith {false}; (_this select 0) execVM _unitname; true; }; // Problem ends // below the unit is initializes for testing purposes, will be replace through a switch / do executed in the initplayer, combined with a eventhandler "respawn", so the unit respawns with this loadout aswell if (alive A0_1) then { //nul = [A0_1] call fnc_CallLoadout; [A0_1] call fnc_CallLoadout3; // works with fnc callloadout 1 and 2 }; and in my loadoutprofile PL.sqf: // Platoon Leader private ["_MRP"]; _MRP = (_this select 0); IF(!local _MRP) exitwith {}; waitUntil { !isNull player }; [_MRP,8] call fnc_giveHeadGear; [_MRP,5] call fnc_giveUniform; [_MRP,4] call fnc_giveVest; [_MRP,4] call fnc_giveFaceW; [_MRP,4] call fnc_giveHeadGToUniform; _MRP call fnc_giveCmps; _MRP call fnc_giveMS; _MRP call fnc_giveitems; _MRP call fnc_giveWM16_2; _MRP call fnc_givegrensVA; _MRP call fnc_giveWM1911;
  25. hello everyone, this is another newbie trying to optimize his scripts, read through a lot of stuff and tutorials about functions, so I decided to convert my loadout scripts into function. It even partly works but I receive a lot of errors, which hopefully have a simple solution to it. in my init.sqf: execVM "scripts\RSFspawn.sqf"; nul=[] execVM "scripts\functions\functions.sqf"; in my RSFspawn.sqf: { if (typeof _x == "CUP_O_RUS_Soldier_Marksman") then { [_x] execVM "scripts\loadouts\MM.sqf"}; } foreach allunits; { if (typeof _x == "CUP_O_RUS_SpecOps_Scout") then { [_x] execVM "scripts\loadouts\0-4RS.sqf"}; } foreach allunits; { if (typeof _x == "CUP_O_RUS_SpecOps") then { [_x] execVM "scripts\loadouts\1-2RO.sqf"}; } foreach allunits; { if (typeof _x == "CUP_O_RUS_Commander") then { [_x] execVM "scripts\loadouts\1iC.sqf"}; } foreach allunits; { if (typeof _x == "CUP_O_RUS_Soldier_TL") then { [_x] execVM "scripts\loadouts\2iC.sqf"}; } foreach allunits; { if (typeof _x == "CUP_O_RUS_Soldier_GL") then { [_x] execVM "scripts\loadouts\1-2WS.sqf"}; } foreach allunits; { if (typeof _x == "CUP_O_RUS_SpecOps_SD") then { [_x] execVM "scripts\loadouts\1-2DS.sqf"}; } foreach allunits; in my functions.sqf: // spetsnaz loadout function fnc_RSFgiveUniform = { removeUniform _this; _this forceAddUniform "rhs_uniform_mflora_patchless"; }; fnc_RSFgiveMSS = { for "_i" from 1 to 8 do {_this addItemToUniform "AGM_Bandage";}; for "_i" from 1 to 3 do {_this addItemToUniform "AGM_Morphine";}; for "_i" from 1 to 2 do {_this addItemToUniform "AGM_Epipen";}; _this addItemToUniform "AGM_EarBuds"; }; fnc_RSFgiveWmaks = { _this addItemtoUniform "CUP_8Rnd_9x18_MakarovSD_M"; _this addWeapon "CUP_hgun_PB6P9"; for "_i" from 1 to 2 do {_this addItemToUniform "CUP_8Rnd_9x18_MakarovSD_M";}; _this addHandgunItem "CUP_muzzle_PB6P9"; }; fnc_removeall = { removeAllWeapons _this; removeAllItems _this; removeAllAssignedItems _this; removeVest _this; removeBackpack _this; removeHeadgear _this; removeGoggles _this; _this unlinkItem "tf_microdagr"; }; fnc_RSFgivegren = { for "_i" from 1 to 2 do {_this addItemToVest "rhs_mag_rgd5";}; for "_i" from 1 to 2 do {_this addItemToVest "rhs_mag_rdg2_white";}; }; fnc_giveitems = { _this addweapon "binocular"; _this linkItem "ItemMap"; sleep 1; _this linkItem "Itemwatch"; }; in my MM.sqf: // Marksman _RSF = _this select 0; _RSF spawn fnc_removeall; _RSF spawn fnc_RSFgiveUniform; _RSF spawn fnc_RSFgiveMSS; _RSF spawn fnc_RSFgiveWmakS; _RSF spawn fnc_giveitems; _RSF addVest "rhs_6sh92"; for "_i" from 1 to 7 do {_RSF addItemToVest "CUP_20Rnd_9x39_SP5_VSS_M";}; _RSF addBackpack "CUP_B_ACRScout_m95"; _RSF addHeadgear "rhs_beanie_green"; _RSF addGoggles "G_Bandanna_tan"; _RSF addWeapon "CUP_srifle_VSSVintorez"; _RSF addPrimaryWeaponItem "CUP_optic_PSO_1"; the error is : undefined variable expression in line 5 of MM.sqf "fnc_removeall". it execute all the functions as expected, but not the rest of the MM.sqf. I am sitting for hours on this now, someone please help me on this. greetz kOepi
×