Jump to content
🛡️FORUMS ARE IN READ-ONLY MODE Read more... ×

foxtrot1787

Member
  • Content Count

    93
  • Joined

  • Last visited

  • Medals

Everything posted by foxtrot1787

  1. foxtrot1787

    Arma3 - AGGRESSORS

    no cant add attachments for some reason. tried chrome firefox ie
  2. foxtrot1787

    Arma3 - AGGRESSORS

    Hi all I have this error on the CAF aggressors mod. https://www.dropbox.com/s/mlpc7aqi08iv1nl/agg.7z?dl=0
  3. Hi all im trying to play some missions on this mod but it wont let me. Iv tried re-downloading the mod but i keep getting the error below. Can anyone help. Hope this dropbox link to the screen shot is ok: https://www.dropbox.com/s/k09pj5vpup3dr36/arma3%202014-09-22%2020-16-26-01.7z?dl=0 the messgae is you cannot play/edit the mission it is dependent on downloadable content that has been deleted.thirskw_fix
  4. foxtrot1787

    Help with Thirsk island mod

    Iv install AIA and its sorted the issue :) i have another with another mod lol
  5. foxtrot1787

    Help with Thirsk island mod

    yeah these are the ones causing me to get the errors.
  6. foxtrot1787

    Help with Thirsk island mod

    Got all my mods from armaholic. I just downloaded the mods required for that mission in the screen shot. am i missing some others do you think
  7. It works fine for Players but as soon as you have AI on your team the loadouts dont apply. Crap when you make maps for two players with ai squads that need certain kit for the mission like night op gear.
  8. Anyone know if this is possible again. I have posted before but was told it wasnt possible yet.
  9. Just to keep this thread up to date. the code provided in this thread works but only if the unit selected is a Playable unit. Iceman is looking into this. I.e the loadouts will only load for human players not ai units. So if you have a squad and your the team leader only the loadouts will apply to you so if you get killed and switch to a ai unit he will have is default gear. ( not ideal if your on a night op mission)
  10. foxtrot1787

    Loadout at briefing

    Yeah same issue. there no gear/inventory option at the briefing screen. Used to be
  11. Scrap that still doesnt work. even on dedicated.
  12. Wow. If i create a second Client2.sqf and execute it client.sqf. It adds the loadouts to the remaining team members and this seems to work. ---------- Post added at 22:00 ---------- Previous post was at 21:33 ---------- Lolz works fine in the editor. Multiplayer. ALLLLLL NAKED. Joke this game
  13. no but i play with one other friend and we have our own ai units. If you download and look at my mission example you will see what i mean
  14. defo named correct. works fine with the first three units.
  15. ok i appreciate your time tho :)
  16. Ok iv removed the ones i dont need so i have two functions and 2 loadsouts. But still the same issue so i must be missing something. How about my other mission example?
  17. on which mission example. why wont the medic loadout apply to the combat life saver? update.. https://www.dropbox.com/s/dtmmvwywewz23aa/mycode.zip
  18. Ok im not very good at coding. Iv tried hard but having issues. Iv created two missions in the link below. One using your code and one using mine. With your code i can only get one units loadout to change. With my code i can only get three working. Tried the forth but no luck. Can anyone who is good at coding just have a look and let me know what the issue is. Again this should be easier and was working before the update. https://www.dropbox.com/s/2gaes2702jvysr6/Armaloadout.zip
  19. foxtrot1787

    Marks assings to object that move

    This is fantastic. you have done a brill job on this
  20. Hi I cant seem to find a way of assigning markers to vehicles and for the markers to move with the vehicles in Co-op missions?
  21. The code only works for me if i put i a timer for 10s as the missions starts. Im hosting this on my pc for me and my friend. It sometimes still removes uniforms.
  22. Yeah. It used to be fine before the update. I dont mind coding but it just seems so long winded now.
  23. Im still having problems. Im hosting a game iv made and my friend is playing. It just seems to be the uniforms at the moment. Heres my loadout.sqf TAG_FNC_Rifleman = { _unit = _this select 0; removeAllWeapons _unit; removeHeadgear _unit; removeVest _unit; removeBackPack _unit; _unit unassignItem "NVGoggles"; _unit removeItem "NVGoggles"; _unit addHeadgear "H_Beret_grn"; _unit addVest "V_PlateCarrier1_rgr"; _Unit addBackPack "B_Kitbag_mcamo"; _unit addWeapon "rangefinder"; _unit addWeapon "itemGps"; (unitBackpack _unit) addMagazineCargo ["smokeshell",1]; (unitBackpack _unit) addMagazineCargo ["HandGrenade",3]; (unitBackpack _unit) addMagazineCargo ["Chemlight_blue",5]; (unitBackpack _unit) addMagazineCargo ["Chemlight_Green",5]; (unitBackpack _unit) addMagazineCargo ["Chemlight_Yellow",5]; [_unit, "arifle_MX_F" ,10 ,"30Rnd_65x39_caseless_mag"] call BIS_fnc_addWeapon; [_unit, "hgun_pistol_heavy_01_F" ,6 ,"11Rnd_45ACP_Mag"] call BIS_fnc_addWeapon; _unit addPrimaryWeaponItem "optic_Hamr"; _unit addPrimaryWeaponItem "acc_pointer_IR"; }; TAG_FNC_Marksman = { _unit = _this select 0; removeAllWeapons _unit; removeHeadgear _unit; removeVest _unit; removeBackPack _unit; _unit unassignItem "NVGoggles"; _unit removeItem "NVGoggles"; _unit addHeadgear "H_Booniehat_khk"; _unit addVest "V_TacVest_brn"; _Unit addBackPack "B_Kitbag_mcamo"; _unit addWeapon "rangefinder"; _unit addWeapon "itemGps"; (unitBackpack _unit) addMagazineCargo ["smokeshell",1]; (unitBackpack _unit) addMagazineCargo ["HandGrenade",3]; (unitBackpack _unit) addMagazineCargo ["Chemlight_blue",5]; (unitBackpack _unit) addMagazineCargo ["Chemlight_Green",5]; (unitBackpack _unit) addItemCargo ["FirstAidKit",5]; [_unit, "srifle_DMR_01_DMS_F" ,10 ,"10Rnd_762x51_Mag"] call BIS_fnc_addWeapon; [_unit, "hgun_pistol_heavy_01_F" ,6 ,"11Rnd_45ACP_Mag"] call BIS_fnc_addWeapon; _unit addPrimaryWeaponItem "acc_pointer_IR"; }; TAG_FNC_Sniper = { _unit = _this select 0; removeAllWeapons _unit; removeHeadgear _unit; removeVest _unit; removeUniform _unit; removeBackPack _unit; _unit unassignItem "NVGoggles"; _unit removeItem "NVGoggles"; _unit addHeadgear "H_Booniehat_khk"; _unit addUniform "U_B_GhillieSuit"; _unit addVest "V_TacVest_brn"; _Unit addBackPack "B_Kitbag_mcamo"; _unit addWeapon "rangefinder"; _unit addWeapon "itemGps"; (unitBackpack _unit) addMagazineCargo ["smokeshell",1]; (unitBackpack _unit) addMagazineCargo ["HandGrenade",3]; (unitBackpack _unit) addMagazineCargo ["Chemlight_blue",5]; (unitBackpack _unit) addMagazineCargo ["Chemlight_Green",5]; (unitBackpack _unit) addMagazineCargo ["Chemlight_Yellow",5]; [_unit, "srifle_LRR_F" ,10 ,"7Rnd_408_Mag"] call BIS_fnc_addWeapon; [_unit, "hgun_pistol_heavy_01_F" ,6 ,"11Rnd_45ACP_Mag"] call BIS_fnc_addWeapon; _unit addPrimaryWeaponItem "acc_pointer_IR"; _unit addPrimaryWeaponItem "optic_SOS"; }; TAG_FNC_Medic = { _unit = _this select 0; removeAllWeapons _unit; removeHeadgear _unit; removeVest _unit; removeUniform _unit; removeBackPack _unit; _unit unassignItem "NVGoggles"; _unit removeItem "NVGoggles"; _unit addHeadgear "H_Beret_grn"; _unit addUniform "U_B_CombatUniform_mcam"; _unit addVest "V_TacVest_brn"; _Unit addBackPack "B_Kitbag_mcamo"; _unit addWeapon "rangefinder"; _unit addWeapon "itemGps"; (unitBackpack _unit) addMagazineCargo ["smokeshell",1]; (unitBackpack _unit) addMagazineCargo ["HandGrenade",3]; (unitBackpack _unit) addMagazineCargo ["Chemlight_blue",5]; (unitBackpack _unit) addMagazineCargo ["Chemlight_Green",5]; (unitBackpack _unit) addItemCargo ["FirstAidKit",10]; [_unit, "arifle_MX_F" ,10 ,"30Rnd_65x39_caseless_mag"] call BIS_fnc_addWeapon; [_unit, "hgun_pistol_heavy_01_F" ,6 ,"11Rnd_45ACP_Mag"] call BIS_fnc_addWeapon; _unit addPrimaryWeaponItem "optic_Hamr"; _unit addPrimaryWeaponItem "acc_pointer_IR"; }; TAG_FNC_AutoRifleMan = { _unit = _this select 0; removeAllWeapons _unit; removeHeadgear _unit; removeVest _unit; removeUniform _unit; removeBackPack _unit; _unit unassignItem "NVGoggles"; _unit removeItem "NVGoggles"; _unit addHeadgear "H_Cap_tan"; _unit addUniform "U_B_CombatUniform_mcam"; _unit addVest "V_TacVest_brn"; _Unit addBackPack "B_Kitbag_mcamo"; _unit addWeapon "rangefinder"; _unit addWeapon "itemGps"; (unitBackpack _unit) addMagazineCargo ["smokeshell",1]; (unitBackpack _unit) addMagazineCargo ["HandGrenade",3]; (unitBackpack _unit) addMagazineCargo ["Chemlight_blue",5]; (unitBackpack _unit) addMagazineCargo ["Chemlight_Green",5]; (unitBackpack _unit) addMagazineCargo ["Chemlight_Yellow",5]; [_unit, "LMG_Mk200_MRCO_F" ,10 ,"200Rnd_65x39_cased_Box"] call BIS_fnc_addWeapon; [_unit, "hgun_pistol_heavy_01_F" ,6 ,"11Rnd_45ACP_Mag"] call BIS_fnc_addWeapon; _unit addPrimaryWeaponItem "acc_pointer_IR"; _unit addPrimaryWeaponItem "optic_Arco"; }; Calllds.sqf If (!IsDedicated) Then { waitUntil { !IsNull Player }; if (local player) then { waitUntil { time > 1 }; switch (faction player) do { case "BLU_F":{[] call compile preprocessFile "loadouts.sqf";}; }; [unit1] call TAG_FNC_Rifleman; // then call a loadout now, for example [unit2] call TAG_FNC_Marksman; // then call a loadout now, for example [unit3] call TAG_FNC_Sniper; // then call a loadout now, for example [unit4] call TAG_FNC_Medic; // then call a loadout now, for example [unit5] call TAG_FNC_AutoRifleman; // then call a loadout now, for example }; }; }; }; }; }; Each player has this in their init null = [this] execVM "CallLDS.sqf"; this addeventhandler ["respawn","_this execVM "CallLDS.sqf'"]; any help plz ---------- Post added at 16:42 ---------- Previous post was at 16:11 ---------- https://www.dropbox.com/s/s9jznow9ml8ujo9/Arma.zip
  24. Hey guys. when i call this script using this code in the units init field: Alpha =group this;{_x moveInCargo chop} forEach units group this;this setIdentity "unit1"; id = ["unit1", this] call compile preprocessFileLineNumbers "Scripts\loadouts.sqf"; it used to work but since the update magazines are missing from the units. And if anyone JIP then all the mens uniforms disappear ;) loadout script below: private ["_type","_unit"]; _type = _this select 0; _unit = _this select 1; removeallweapons _unit; removeGoggles _unit; removeHeadgear _unit; removeVest _unit; removeUniform _unit; switch (_type) do { case "unit1": { _unit addvest "V_TacVest_brn"; _unit addheadgear "H_Beret_grn"; _unit addmagazine "30Rnd_65x39_caseless_mag"; _unit addmagazine "30Rnd_65x39_caseless_mag"; _unit addmagazine "30Rnd_65x39_caseless_mag"; _unit addmagazine "30Rnd_65x39_caseless_mag"; _unit addmagazine "30Rnd_65x39_caseless_mag"; _unit addmagazine "30Rnd_65x39_caseless_mag"; _unit addmagazine "30Rnd_65x39_caseless_mag"; _unit addmagazine "30Rnd_65x39_caseless_mag"; _unit addWeapon 'arifle_MX_F'; _unit addPrimaryWeaponItem 'optic_Hamr'; _unit addPrimaryWeaponItem 'acc_pointer_IR'; _unit addmagazine "9Rnd_45ACP_Mag"; _unit addmagazine "9Rnd_45ACP_Mag"; _unit addmagazine "9Rnd_45ACP_Mag"; _unit addmagazine "9Rnd_45ACP_Mag"; _unit addmagazine "9Rnd_45ACP_Mag"; _unit addweapon "hgun_ACPC2_snds_F"; _unit adduniform "U_B_CombatUniform_mcam"; _unit addmagazine "handgrenade"; _unit addmagazine "smokeshell"; _unit addmagazine "smokeshell"; _unit additem "FirstAidKit"; _unit additem "FirstAidKit"; _unit additem "FirstAidKit"; _unit addbackpack "B_FieldPack_cbr"; _unit addWeapon "Binocular"; }; case "unit2": { _unit addvest "V_TacVest_brn"; _unit addheadgear "H_Booniehat_khk"; _unit addmagazine "10Rnd_762x51_Mag"; _unit addmagazine "10Rnd_762x51_Mag"; _unit addmagazine "10Rnd_762x51_Mag"; _unit addmagazine "10Rnd_762x51_Mag"; _unit addmagazine "10Rnd_762x51_Mag"; _unit addmagazine "10Rnd_762x51_Mag"; _unit addmagazine "10Rnd_762x51_Mag"; _unit addmagazine "10Rnd_762x51_Mag"; _unit addweapon "srifle_DMR_01_DMS_F"; _unit addmagazine "9Rnd_45ACP_Mag"; _unit addmagazine "9Rnd_45ACP_Mag"; _unit addmagazine "9Rnd_45ACP_Mag"; _unit addmagazine "9Rnd_45ACP_Mag"; _unit addmagazine "9Rnd_45ACP_Mag"; _unit addweapon "hgun_ACPC2_snds_F"; _unit adduniform "U_B_CombatUniform_mcam"; _unit addmagazine "handgrenade"; _unit addmagazine "smokeshell"; _unit addmagazine "smokeshell"; _unit additem "FirstAidKit"; _unit additem "FirstAidKit"; _unit additem "FirstAidKit"; _unit addbackpack "B_FieldPack_cbr"; _unit addWeapon "Binocular"; }; case "unit3": { _unit addvest "V_TacVest_brn"; _unit addheadgear "H_HelmetB_light_desert"; _unit addmagazine "7Rnd_408_Mag"; _unit addmagazine "7Rnd_408_Mag"; _unit addmagazine "7Rnd_408_Mag"; _unit addmagazine "7Rnd_408_Mag"; _unit addmagazine "7Rnd_408_Mag"; _unit addmagazine "7Rnd_408_Mag"; _unit addmagazine "7Rnd_408_Mag"; _unit addmagazine "7Rnd_408_Mag"; _unit addWeapon 'srifle_LRR_F'; _unit addPrimaryWeaponItem 'optic_SOS'; _unit addmagazine "9Rnd_45ACP_Mag"; _unit addmagazine "9Rnd_45ACP_Mag"; _unit addmagazine "9Rnd_45ACP_Mag"; _unit addmagazine "9Rnd_45ACP_Mag"; _unit addmagazine "9Rnd_45ACP_Mag"; _unit addweapon "hgun_ACPC2_snds_F"; _unit adduniform "U_B_GhillieSuit"; _unit addmagazine "handgrenade"; _unit addmagazine "smokeshell"; _unit addmagazine "smokeshell"; _unit additem "FirstAidKit"; _unit additem "FirstAidKit"; _unit additem "FirstAidKit"; _unit addbackpack "B_FieldPack_cbr"; _unit addWeapon "Binocular"; }; case "unit4": { _unit addvest "V_TacVest_brn"; _unit addheadgear "H_HelmetB_light_desert"; _unit addmagazine "30Rnd_65x39_caseless_mag"; _unit addmagazine "30Rnd_65x39_caseless_mag"; _unit addmagazine "30Rnd_65x39_caseless_mag"; _unit addmagazine "30Rnd_65x39_caseless_mag"; _unit addmagazine "30Rnd_65x39_caseless_mag"; _unit addmagazine "30Rnd_65x39_caseless_mag"; _unit addmagazine "30Rnd_65x39_caseless_mag"; _unit addmagazine "30Rnd_65x39_caseless_mag"; _unit addWeapon 'arifle_MXC_Holo_F'; _unit addmagazine "9Rnd_45ACP_Mag"; _unit addmagazine "9Rnd_45ACP_Mag"; _unit addmagazine "9Rnd_45ACP_Mag"; _unit addmagazine "9Rnd_45ACP_Mag"; _unit addmagazine "9Rnd_45ACP_Mag"; _unit addweapon "hgun_ACPC2_snds_F"; _unit adduniform "U_B_CombatUniform_mcam"; _unit addmagazine "handgrenade"; _unit addmagazine "smokeshell"; _unit addmagazine "smokeshell"; _unit additem "FirstAidKit"; _unit additem "FirstAidKit"; _unit additem "FirstAidKit"; _unit addbackpack "B_FieldPack_cbr"; _unit addWeapon "Binocular"; }; case "civ": { _unit adduniform "U_C_Poloshirt_salmon"; _unit addmagazine "9Rnd_45ACP_Mag"; _unit addmagazine "9Rnd_45ACP_Mag"; _unit addmagazine "9Rnd_45ACP_Mag"; _unit addweapon "hgun_ACPC2_snds_F"; _unit additem "FirstAidKit"; _unit additem "FirstAidKit"; _unit additem "FirstAidKit"; }; };
×