KareemOWheat
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Customize gear on respawn
KareemOWheat replied to KareemOWheat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks for the suggestions. VAS seems to be working out for me right now, but I'll keep an eye on DLS as well. -
Customize gear on respawn
KareemOWheat replied to KareemOWheat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I've been using respawn inventory, but it doesn't seem to be customizable by the player. I would like the players equipment to be fully editable before they respawn. -
I'm looking for a way to allow the player to customize their gear when they respawn. Ideally, after death the player would be greeted with a gear menu allowing them to customize their load out before respawning. Anyone have a way to accomplish this?
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WW AIMenu (complimentary commands)
KareemOWheat replied to Windwalking's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Great concept! I love any mods that make interfacing with the AI easier. I would love to have a config for changing the key though. Also I'm having a problem with compatibility when I install this mod, specifically with the Mag Repack mod. When I install this mod, Mag Repack ceases to function. Any idea what that is about? -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
KareemOWheat replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Is it possible to add the action menu prompt for opening MCC via the debug menu, or failing that call the MCC window from the debuger? When I take control of a new unit I've placed with MCC they don't have access to the MCC menu. EDIT: Never mind, I found if you plug this into the debugger, it will add the option to your action menu: mcc_actionInedx = player addaction ["> Mission generator", MCC_path + "mcc\dialogs\mcc_PopupMenu.sqf",[], 0,false, false, "teamSwitch","vehicle _target == vehicle _this"]; -
I'm sorry if these questions have been asked before, but I cant seem to find and answer for them. Firstly, are units and squads given a default name? I'm curious if I can reference units/squads in a script without having to set a name for them first. Secondly, is there a way to reassign the squad numbers? Say I've got a large squad and several of the middle numbered units shuffle off the mortal coil, is there some sort of script I can use to condense the squad numbers?
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Respawn loadout such as in "Defend Kamino"
KareemOWheat replied to araxiel's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
After reverse engineering the Defend Kamino mission, I have narrowed down the necessary components to making the loadout menu work. Firstly, you can find the mission under \Addons\missions_f_beta\a3\missions_f_beta\MPScenarios\MP_COOP_m04.Stratis I found that the key to making the menu work properly are the: unlock.sqf, initServer.sqf, cfgRespawnInventory.hpp, and a gameplay mode defense module placed somewhere in the editor. This is unlock.sqf. EDIT: I've pruned off some of the unnecessary code, I think the switch statement could also be replaced if you wanted all the classes to be accessible from the start of the mission. switch BIS_fnc_moduleMPTypeDefense_tier do { case 0: { [west,"WEST1"] call bis_fnc_addrespawninventory; [resistance,"GUER1"] call bis_fnc_addrespawninventory; }; case 1: { }; case 2: { BIS_arty_2 call _sync; [west,"WEST2"] call bis_fnc_addrespawninventory; [resistance,"GUER2"] call bis_fnc_addrespawninventory; }; case 3: { BIS_cas_3 call _sync; }; case 4: { BIS_arty_2 call _sync; [west,"WEST3"] call bis_fnc_addrespawninventory; [resistance,"GUER3"] call bis_fnc_addrespawninventory; }; case 5: { }; case 6: { BIS_arty_2 call _sync; }; case 7: { }; }; This chunk of initServer.sqf is the only nessasary part. I'm no coding expert, but near as I can tell this calls the function RespawnMenuInventory for all playable characters. [west,resistance,"unlock.sqf"] call bis_fnc_tridentExecute; { [_x,objnull] call bis_fnc_respawnMenuInventory; _x addmpeventhandler [ "mprespawn", { if !(isplayer (_this select 0)) then { _this call bis_fnc_respawnMenuInventory; }; } ]; } foreach (playableunits + switchableunits); I've got no idea what I'm doing when it comes to code, but from what I've found this code is only called when bis_fnc_tridentExecute (this either is or is called by the defense module from what I can tell) has been placed in the mission. Can anyone tell me what I could use as an alternate to "call bis_fnc_tridentExecute" that will execute on mission startup? I've tried several functions, but none seem to work, or maybe I was just doing it wrong.