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seed

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Everything posted by seed

  1. As a newbie in scripting and after trying different stuff, i have found a solution to a similar problem that i had with by using BIS_fnc_addRespawnInventory. It works like this : 1. On the Description.ext i have placed the following code. respawn = "BASE"; respawnDelay = 10; respawnTemplates[] = {"MenuInventory","MenuPosition"}; respawnOnStart = 1; onLoadName = "Testing Stuff"; loadScreen = ""; disabledAI = 1; disableChannels[]={6}; //set {0,6} to disable global enableSaving = [false, false]; class CfgRespawnInventory { class Gear1 { displayName = "Loadout01"; // Name visible in the menu icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\private_gs.paa"; // Icon displayed next to the name // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "Binocular", "hgun_Pistol_heavy_01_F" }; magazines[] = { "11Rnd_45ACP_Mag", "11Rnd_45ACP_Mag", "11Rnd_45ACP_Mag", "11Rnd_45ACP_Mag", "11Rnd_45ACP_Mag" }; items[] = { "FirstAidKit" }; linkedItems[] = { "H_Watchcap_blk", "optic_MRD", "muzzle_snds_acp", "NVGoggles", "G_Sport_BlackWhite", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio" }; uniformClass = "U_I_G_Story_Protagonist_F"; backpack = "B_FieldPack_blk"; }; class Gear2 { displayName = "loadout02"; icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\corporal_gs.paa"; weapons[] = { "Binocular", "arifle_MXM_Black_F" }; magazines[] = { "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag" }; items[] = { "FirstAidKit" }; linkedItems[] = { "H_Watchcap_blk", "optic_MRD", "muzzle_snds_acp", "NVGoggles", "G_Sport_BlackWhite", "ItemMap", "ItemCompass", "ItemWatch", "ItemRadio" }; uniformClass = "U_I_G_Story_Protagonist_F"; backpack = "B_FieldPack_blk"; }; }; 2. After i have done the above i have created a loadout.sqf file which contains : LoadOut01 = { [west, "Gear1"] call BIS_fnc_addRespawnInventory; [east, "Gear1"] call BIS_fnc_addRespawnInventory; [civilian, "Gear1"] call BIS_fnc_addRespawnInventory; [resistance, "Gear1"] call BIS_fnc_addRespawnInventory; }; LoadOut02 = { [west, "Gear2"] call BIS_fnc_addRespawnInventory; [east, "Gear2"] call BIS_fnc_addRespawnInventory; [civilian, "Gear2"] call BIS_fnc_addRespawnInventory; [resistance, "Gear2"] call BIS_fnc_addRespawnInventory; }; 3. I have created another sqf file called "CallingLoadout.sqf". Inside i have simply : [player] call LoadOut01 [player] call LoadOut02 4. i am calling the above script in init.sqf with execVM "loadout.sqf"; execVM "CallingLoadout.sqf"; By having on description.ext respawnOnStart = 1; and respawnTemplates[] = {"MenuInventory","MenuPosition"}; i can choose the loadout that i want for my unit. Hope that i could help you a bit with the above. Since i cannot create a thread of my own since i am new to the forum, i might as well ask here and hope that someone can help me. I have the scripts above. I have also created a small rank framework. My question is how can i connect the different loadouts with a rank. For example : My start gear as private rank is the LoadOut01. Once i reach the corporal rank i want to have access to Loadout02 etc. Is there a simple way to achieve that with the above ? Many thanks in advance for the help someone can provide. Regards Seed PS: Sorry for my English
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