Jump to content

Search the Community

Showing results for tags 'help'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • BOHEMIA INTERACTIVE
    • BOHEMIA INTERACTIVE - NEWS
    • BOHEMIA INTERACTIVE - JOBS
    • BOHEMIA INTERACTIVE - GENERAL
  • FEATURED GAMES
    • Arma Reforger
    • Vigor
    • DAYZ
    • ARMA 3
    • ARMA 2
    • YLANDS
  • MOBILE GAMES
    • ARMA MOBILE OPS
    • MINIDAYZ
    • ARMA TACTICS
    • ARMA 2 FIRING RANGE
  • BI MILITARY GAMES FORUMS
  • BOHEMIA INCUBATOR
    • PROJECT LUCIE
  • OTHER BOHEMIA GAMES
    • ARGO
    • TAKE ON MARS
    • TAKE ON HELICOPTERS
    • CARRIER COMMAND: GAEA MISSION
    • ARMA: ARMED ASSAULT / COMBAT OPERATIONS
    • ARMA: COLD WAR ASSAULT / OPERATION FLASHPOINT
    • IRON FRONT: LIBERATION 1944
    • BACK CATALOGUE
  • OFFTOPIC
    • OFFTOPIC
  • Die Hard OFP Lovers' Club's Topics
  • ArmA Toolmakers's Releases
  • ArmA Toolmakers's General
  • Japan in Arma's Topics
  • Arma 3 Photography Club's Discussions
  • The Order Of the Wolfs- Unit's Topics
  • 4th Infantry Brigade's Recruitment
  • 11th Marine Expeditionary Unit OFFICIAL | 11th MEU(SOC)'s 11th MEU(SOC) Recruitment Status - OPEN
  • Legion latina semper fi's New Server Legion latina next wick
  • Legion latina semper fi's https://www.facebook.com/groups/legionlatinasemperfidelis/
  • Legion latina semper fi's Server VPN LEGION LATINA SEMPER FI
  • Team Nederland's Welkom bij ons club
  • Team Nederland's Facebook
  • [H.S.O.] Hellenic Special Operations's Infos
  • BI Forum Ravage Club's Forum Topics
  • Exilemod (Unofficial)'s General Discussion
  • Exilemod (Unofficial)'s Scripts
  • Exilemod (Unofficial)'s Addons
  • Exilemod (Unofficial)'s Problems & Bugs
  • Exilemod (Unofficial)'s Exilemod Tweaks
  • Exilemod (Unofficial)'s Promotion
  • Exilemod (Unofficial)'s Maps - Mission Files
  • TKO's Weferlingen
  • TKO's Green Sea
  • TKO's Rules
  • TKO's Changelog
  • TKO's Help
  • TKO's What we Need
  • TKO's Cam Lao Nam
  • MSOF A3 Wasteland's Server Game Play Features
  • MSOF A3 Wasteland's Problems & Bugs
  • MSOF A3 Wasteland's Maps in Rotation
  • SOS GAMING's Server
  • SOS GAMING's News on Server
  • SOS GAMING's Regeln / Rules
  • SOS GAMING's Ghost-Town-Team
  • SOS GAMING's Steuerung / Keys
  • SOS GAMING's Div. Infos
  • SOS GAMING's Small Talk
  • NAMC's Topics
  • NTC's New Members
  • NTC's Enlisted Members
  • The STATE's Topics
  • CREATEANDGENERATION's Intoduction
  • CREATEANDGENERATION's HAVEN EMPIRE (NEW CREATORS COMMUNITY)
  • HavenEmpire Gaming community's HavenEmpire Gaming community
  • Polska_Rodzina's Polska_Rodzina-ARGO
  • Carrier command tips and tricks's Tips and tricks
  • Carrier command tips and tricks's Talk about carrier command
  • ItzChaos's Community's Socials
  • Photography club of Arma 3's Epic photos
  • Photography club of Arma 3's Team pics
  • Photography club of Arma 3's Vehicle pics
  • Photography club of Arma 3's Other
  • Spartan Gamers DayZ's Baneados del Servidor
  • Warriors Waging War's Vigor
  • Tales of the Republic's Republic News
  • Operazioni Arma Italia's CHI SIAMO
  • [GER] HUSKY-GAMING.CC / Roleplay at its best!'s Starte deine Reise noch heute!
  • empire brotherhood occult +2349082603448's empire money +2349082603448
  • NET88's Twitter

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Yahoo


Jabber (xmpp)


Skype


Biography


Twitter


Google+


Youtube


Vimeo


Xfire


Steam url id


Raptr


MySpace


Linkedin


Tumblr


Flickr


XBOX Live


PlayStation PSN


Origin


PlayFire


SoundCloud


Pinterest


Reddit


Twitch.Tv


Ustream.Tv


Duxter


Instagram


Location


Interests


Interests


Occupation

Found 729 results

  1. m2620

    Modeling help

    Hi all, I am trying to port character models into Arma 3 (I already have the artists permission), but honestly I have no clue where to start. I've looked at https://forums.bistudio.com/topic/174301-getting-a-3d-modelobject-into-arma-3-arma-3-modeling-tut-for-noobs/ but I am still pretty lost when it comes to fitting it on a playermodel. Any help would be greatly appreciated. Thanks! Edit: Just realized that I posted this in the completely wrong category, and I cant find the delete button. My apologies!
  2. Hey guys, I'm fairly new to the arma 3 editing/modding community. I've just started my first map but when I try to preview it in Buldozer its showing nothing. Does anyone happens to know how to fix this? Thanks!
  3. Hi, I have a group of islands in Global Mapper loaded, and I would like to put them all together. Is there any way to move the contents of a selection to another? (I have also QGis and L3DT Pro if it's necessary) Screenshot: https://gyazo.com/1debefd34c02bc8f2f2fef897d5859d4 (I want to move "Sec 1" inside "Caja") Thank you, Agentep97 :)
  4. Basically I have 5 generators spread around the map. So far I have everything working, the only thing i don't have working is the wall collapsing. What I want is a trigger that detects that all 5 generators were activated and then there is a wall that falls down.
  5. Hello evereyone! I googled anything i could think of, there are some similar issues but not really like this. So, i'm working on my first terrain and i exported it for testing the clutter and in the map i noticed something strange http://imgur.com/D89CxRR Then,closely http://imgur.com/NiUtNQt http://imgur.com/AkHxF74 And in Bulldozer http://imgur.com/7fJg4hJ The terrain is 1024x1024 by 10 in ASC format from L3DT. I saw that other users have similar problem but with peninsula terrains, and they solved the problem changing something in the config. How can i solve this? Do i need to go back to the start?
  6. Hello all, first post! :D :D I need help with the "End Game" spectator that was added in a few patches ago, I got it to work on some missions I made about two months ago but now it just doesn't work at all when it should. As you can see here in this screenshot it is set work but when a player dies they basically see this endlessly I am running the game vanilla no mods so it cant be that. I did many google searches and forum searches but I literally came up with NOTHING on this issue and made a post myself to /r/Armadev but got no answers so far. This is especially weird because it worked fine before by just checking that 1 "Spectator" box...what gives? It should also be noted that I tried turning it on manually in description.ext but that didn't work either. Can someone help me with this problem please? It would be much appreciated.
  7. Hello lads! I'm currently making / modifying a coop mission in ArmA 3, most stuff works so far, managed to find most stuff i needed in the Forums already. Now i have a little problem, it has been explained a few times already, but i just can't seem to understand it somehow :P How can i manage to make stuff sync between all connected users ? e.g. i have some "addaction" stuff used in my mission, but some of these actions are only executed on the local client side, and not globally for all of the players. As far as i know, i will have to somehow send information (for ex. briefcase collected, which would be a addaction) to the server in which i set a server variable (for ex. briefcase_collected) to a specific value, in this case 1 / true. Then the server would share this information with all collected clients, and by changing the value of the variable, the clients would know that this task has been completed, and it would show the next. I just have no idea how i do this in arma, i am trying for quite some hours now but just can seem to get it right. I thank all of those that give me some hints in advance! B) - PsychOrange
  8. Hey Guys, i have a question about Terrain Builder. So when i import my satellite image which looks like a normal satellite images it just get like a 50% transparent blue all over the map like this. Is that a known error or is there any way you guys can help me? I would really appreciate any help! Sorry for my bad english btw. - Wibias
  9. Abd El Rahman

    door movement problem

    Hello I'm new to designing buildings I've designed many buildings but I couldn't put the door opening and closing movement Can anyone explain to me how do I put the motion of closing and opening the door in writing or pictures or video Preferably video These are pictures of some of the buildings designed by: https://www.dropbox.com/s/g71f1ib5ht7qsuu/2015-12-05_00004.jpg?dl=0 https://www.dropbox.com/s/d534nt8altva37w/2015-12-19_00002.jpg?dl=0 https://www.dropbox.com/s/8ru92f9nref7tqq/2015-12-23_00002.jpg?dl=0 https://www.dropbox.com/s/g1qtln92ymjhs0h/107410_screenshots_20160325131131_1.jpg?dl=0 https://www.dropbox.com/s/c9wpk3rcu720o5b/20160326040808_1.jpg?dl=0 your opinion I'd Thanks for reading topic
  10. Hi so the placeable mod works all well and good http://www.altislife...rips-updated/ -i have modified it so houses can be placed by civs. So yeah they have their house all bought and then the server restarts and plop it goes. I need someone really good with connecting Arma3 to SQL so i need these houses to save when placed and load after a restart, Sounds complicated but it was done in dayz epoch building so im pretty sure it would be possible in arma 3 if anyone can provide any help at all i would be grateful i know base coding but i have never messed around with SQL to much and its hard to find anything on this.
  11. Edit: I've did some editing to the mission and it seems like the issue does not happen as much as it did before, or at least it occurs much less frequently. There is still a problem with helicopters not working at all, but that is being handled by a different script, so I am probably gonna open another thread with focus just on that. Hello! I am having a problem with AI in Arma 3. It's simple, I want to spawn an enemy vehicle with AI in it and then send it on a death mission where it gets almost surely destroyed by players' heavy fire. However, oftentimes (at ~25% chance) the unit just sits still after its spawn and does nothing at all. So, this is my (almost) whole code. The important part is marked between ↓↓↓↓↓ and ↑↑↑↑↑: _group = createGroup east; _type = _usableUnits select floor random count _usableUnits; if (_type isKindOf "Car") then { _unit = objNull; if (_type == "B_G_Offroad_01_armed_F") then{ _unit = [_spawnLocation, random 360, _type, resistance] call bis_fnc_spawnvehicle; }else{ _unit = [_spawnLocation, random 360, _type, EAST] call bis_fnc_spawnvehicle; }; (_unit select 0) setdamage enemySpawnDamage; driver (_unit select 0) spawn scr_killWhenOnFoot; gunner (_unit select 0) spawn scr_killWhenOnFoot; _unit join _group; (_unit select 0) spawn scr_noFuelWhenCarIsStatis; AIunits = AIunits + (_unit select 1); // ↓↓↓↓↓ _wp = _group addWaypoint [posTarget, 0]; [_group, 1] setWaypointType "HOLD"; _group setCombatMode "YELLOW"; _group setBehaviour "CARELESS"; _group allowFleeing 0; driver (_unit select 0) spawn { while {alive _this} do { _startPos = Position _this; sleep 10; _currentPos = Position _this; if ( (_startPos distance _currentPos) < 1 ) then { _this DoMove posTarget; }; }; }; // ↑↑↑↑↑ }; This code is a part of a larger script which spawns a vehicle, fills it with AI units and then sends it to position posTarget through a waypoint. The last part is the problem. The unit sometimes refuses to move, even if its path is not obstructed at all. I've tried to fix this by telling the unit to DoMove every 10 seconds if its detected to be still, but it still doesn't fix the problem. Does anyone else have similar problem? Do you know how to fix this, or work around this issue?
  12. Hello guys , how add a GUI on the game of my System Tickets? There are 2 variables in init.sqf. TICKETS_WEST and TICKETS_IND. I would like add on top-right symbol-bluefor = TICKETS_WEST and down symbol-bluefor , symbol-death = TICKETS_IND Thanks to all.
  13. I reskinned Carrier Rig (Green) V_PlateCarrier2_rgr but I do need to define picture / model and armor value myself I want to use all the base value of the Carrier Rig I used just changing the texture I have tried changed Vest_Camo_Base on line 20 to V_PlateCarrier2_rgr and got an error "Undefined base class" how do I fix it? config.cpp #define true 1 #define false 0 class CfgPatches { class RTAF_Vest { units[] = {RTAF_Vest}; weapons[] = {}; requiredAddons[] = {}; }; }; class cfgWeapons { class ItemCore; class Vest_Camo_Base: ItemCore { class ItemInfo; }; class RTAF_PlateCarrier_wdl: Vest_Camo_Base { author = "Splendid Modder"; scope = 2; displayName = "RTAF Carrier Rig (Digital Woodland)"; picture = "\A3\characters_f\Data\UI\icon_V_plate_carrier_2_CA.paa"; model = "\A3\Characters_F\BLUFOR\equip_b_vest02.p3d"; hiddenSelectionsTextures[] = {"\RTAF\data\RTAF_PlateCarrier_digiwdl_f.paa"}; class ItemInfo: ItemInfo { uniformModel = "\A3\Characters_F\BLUFOR\equip_b_vest02"; containerClass = Supply80; mass = 15; armor = 0; passThrough = 1; }; }; }; config.cpp I use as template https://community.bistudio.com/wiki/Arma_3_Characters_And_Gear_Encoding_Guide#Vest_configuration class cfgWeapons { class ItemCore; class Vest_Camo_Base: ItemCore { class ItemInfo; }; class V_vest_new: Vest_Camo_Base { author = "Splendid Modder"; scope = 2; displayName = "New Vest"; picture = "\A3\characters_f\Data\UI\icon_V_BandollierB_CA.paa"; model = "\A3\Characters_F\BLUFOR\equip_b_bandolier"; hiddenSelectionsTextures[] = {"\A3\Characters_F\BLUFOR\Data\vests_khk_co.paa"}; class ItemInfo: ItemInfo { uniformModel = "\A3\Characters_F\BLUFOR\equip_b_bandolier"; containerClass = Supply80; mass = 15; armor = 0; passThrough = 1; }; }; };
  14. Here's list of error I got Config : some input after EndOfFile The exception unknown software exception (0x000dead) occurred in the application at location 0x000000007441DAD8 Exit code: 0x0000DEAD- .rpt file config.cpp #define true 1 #define false 0 class CfgPatches { class RTAF_plane_cas_01_f { units[] = {RTAF_plane_cas_01_f}; weapons[] = {}; requiredAddons[] = {}; }; }; class cfgVehicles { class B_Plane_CAS_01_F {}; //External Class Reference class RTAF_Plane_CAS_01_F : B_Plane_CAS_01_F { _generalMacro = "Plane_CAS_01_base_F"; scope = 0; displayName = "RTAF A-164 Wipeout (CAS)"; faction = "BLU_F"; author = "Unknown"; vehicleClass = "Air"; Side = 4; crew = "B_pilot_f"; typicalCargo[] = {"Soldier"}; hiddenSelections = {"Camo_1","Camo_2"}; hiddenSelectionsTextures = {"\RTAF_10\data\RTAF_plane_cas_skin_00_f.paa","\RTAF_10\data\RTAF_plane_cas_skin_01_f.paa"}; class Library { libTextDesc = "RTAF_A164"; }; }; }; This code works well on wheeled vehicle but I cannot use it on Air vehicle I don't know how to fix this problem This is code I use as template (The one that I says it's works well) #define true 1 #define false 0 class CfgPatches { class B_MRAP_03_F { units[] = {B_MRAP_03_F}; weapons[] = {}; requiredAddons[] = {}; }; }; class cfgVehicles { class I_MRAP_03_F {}; //External Class Reference class B_MRAP_03_F : I_MRAP_03_F { scope = 2; displayName = "Strider"; faction = "OPF_F"; author = "Tactical Light"; vehicleClass = "Car"; Side = 0; crew = "O_soldier_F"; hiddenselectionstextures[] = {"\csat_strider\mrap_03_csat_ext_co.paa"}; class Library { libTextDesc = "Strider"; }; }; };
  15. Fellow members, I am working on a tweaked realism version of the beautiful mod GWAR3 made by GossamerSolid. I noticed after patch 1.54 the attachment purchasing is broken. I am still investigating this issue but maybe someone here more experienced can point me to the right direction. Sorry for the long ass code but I want to avoid giving too few info. The attachment part is processed in line 502. Thank you for your time. disableSerialization; _display = _this select 0; //Block UI for network call _netBlockBGCTRL = _display displayCtrl 1110; _netBlockBGCTRL ctrlShow true; _netBlockTextCTRL = _display displayCtrl 1111; _netBlockTextCTRL ctrlShow true; //Vars GW_PUREQUIP_CHANGEDCATEGORY = false; GW_PUREQUIP_PRIMARYLISTCHANGED = false; GW_PUREQUIP_CONTAINERCHANGED = false; GW_PUREQUIP_PURCHASEEQUIPMENT = false; GW_PUREQUIP_REDRAWINV = false; GW_PUREQUIP_RECALC_TOTAL = false; GW_PUREQUIP_RECALC_MASS = false; GW_PUREQUIP_LOADTEMPLATE = false; GW_PUREQUIP_GETTEMPLATES = false; GW_PUREQUIP_UPDATETEMPLATE = false; GW_PUREQUIP_DELETETEMPLATE = false; GW_PUREQUIP_SAVENEWTEMPLATE = false; GW_PUREQUIP_CONTAINERSEL = -1; GW_PUREQUIP_TOTALCOST = 0; GW_PUREQUIP_MAINLIST = []; GW_PUREQUIP_SECONDLIST = []; GW_PUREQUIP_ATTACHLIST = []; GW_PUREQUIP_CURRENTTEMPLATE = []; GW_PUREQUIP_TYPE_ITEM = 131072; GW_PUREQUIP_UNIFORM_CURR = 0; GW_PUREQUIP_UNIFORM_MAX = 0; GW_PUREQUIP_VEST_CURR = 0; GW_PUREQUIP_VEST_MAX = 0; GW_PUREQUIP_BACKPACK_CURR = 0; GW_PUREQUIP_BACKPACK_MAX = 0; //Redraw template inventory fnc_purequip_redrawInventory = { private["_parentDisplay"]; disableSerialization; _parentDisplay = _this select 0; _uniformCTRL = _parentDisplay displayCtrl 1200; _vestCTRL = _parentDisplay displayCtrl 1201; _backpackCTRL = _parentDisplay displayCtrl 1202; _headgearCTRL = _parentDisplay displayCtrl 1203; _faceCTRL = _parentDisplay displayCtrl 1204; _nvgCTRL = _parentDisplay displayCtrl 1205; _binocsCTRL = _parentDisplay displayCtrl 1206; _mapCTRL = _parentDisplay displayCtrl 1222; _gpsCTRL = _parentDisplay displayCtrl 1223; _radioCTRL = _parentDisplay displayCtrl 1224; _compassCTRL = _parentDisplay displayCtrl 1225; _watchCTRL = _parentDisplay displayCtrl 1226; _primaryCTRL = _parentDisplay displayCtrl 1207; _primaryMuzCTRL = _parentDisplay displayCtrl 1210; _primarySideCTRL = _parentDisplay displayCtrl 1211; _primaryTopCTRL = _parentDisplay displayCtrl 1208; _primaryBipodCTRL = _parentDisplay displayCtrl 1209; _secondaryCTRL = _parentDisplay displayCtrl 1212; _secondaryMuzCTRL = _parentDisplay displayCtrl 1213; _secondarySideCTRL = _parentDisplay displayCtrl 1214; _secondaryTopCTRL = _parentDisplay displayCtrl 1215; _secondaryBipodCTRL = _parentDisplay displayCtrl 1216; _handgunCTRL = _parentDisplay displayCtrl 1217; _handgunMuzCTRL = _parentDisplay displayCtrl 1218; _handgunSideCTRL = _parentDisplay displayCtrl 1219; _handgunTopCTRL = _parentDisplay displayCtrl 1220; _handgunBipodCTRL = _parentDisplay displayCtrl 1221; _removeUniformCTRL = _parentDisplay displayCtrl 1606; _removeVestCTRL = _parentDisplay displayCtrl 1607; _removeBackpackCTRL = _parentDisplay displayCtrl 1608; //Uniform _uniformPic = "\A3\ui_f\data\gui\Rsc\RscDisplayGear\ui_gear_uniform_gs.paa"; _uniformTT = "No Uniform"; _uniformClass = (GW_PUREQUIP_CURRENTTEMPLATE select 4) select 0; if (_uniformClass != "") then { _uniformPic = getText (configFile >> "CfgWeapons" >> _uniformClass >> "Picture"); _uniformTT = getText (configFile >> "CfgWeapons" >> _uniformClass >> "DisplayName"); _itemIndex = [_uniformClass, 0, GW_EQUIP_UNIFORMS] Call fnc_shr_arrayGetIndex; if (_itemIndex != -1) then {_uniformTT = _uniformTT + format[" - $%1",(GW_EQUIP_UNIFORMS select _itemIndex) select 1]}; _removeUniformCTRL ctrlShow true; } else {_removeUniformCTRL ctrlShow false}; _uniformCTRL ctrlSetText _uniformPic; _uniformCTRL ctrlSetTooltip _uniformTT; //Vest _vestPic = "\A3\ui_f\data\gui\Rsc\RscDisplayGear\ui_gear_vest_gs.paa"; _vestTT = "No Vest"; _vestClass = (GW_PUREQUIP_CURRENTTEMPLATE select 5) select 0; if (_vestClass != "") then { _vestPic = getText (configFile >> "CfgWeapons" >> _vestClass >> "Picture"); _vestTT = getText (configFile >> "CfgWeapons" >> _vestClass >> "DisplayName"); _itemIndex = [_vestClass, 0, GW_EQUIP_VESTS] Call fnc_shr_arrayGetIndex; if (_itemIndex != -1) then {_vestTT = _vestTT + format[" - $%1",(GW_EQUIP_VESTS select _itemIndex) select 1]}; _removeVestCTRL ctrlShow true; } else {_removeVestCTRL ctrlShow false}; _vestCTRL ctrlSetText _vestPic; _vestCTRL ctrlSetTooltip _vestTT; //Backpack _backpackPic = "\A3\ui_f\data\gui\Rsc\RscDisplayGear\ui_gear_backpack_gs.paa"; _backpackTT = "No Backpack"; _backClass = (GW_PUREQUIP_CURRENTTEMPLATE select 6) select 0; if (_backClass != "") then { _backpackPic = getText (configFile >> "CfgVehicles" >> _backClass >> "Picture"); _backpackTT = getText (configFile >> "CfgVehicles" >> _backClass >> "DisplayName"); _itemIndex = [_backClass, 0, GW_EQUIP_BACKPACKS] Call fnc_shr_arrayGetIndex; if (_itemIndex != -1) then {_backpackTT = _backpackTT + format[" - $%1",(GW_EQUIP_BACKPACKS select _itemIndex) select 1]}; _removeBackpackCTRL ctrlShow true; } else {_removeBackpackCTRL ctrlShow false}; _backpackCTRL ctrlSetText _backpackPic; _backpackCTRL ctrlSetTooltip _backpackTT; //Headgear _headgearPic = "\A3\ui_f\data\gui\Rsc\RscDisplayGear\ui_gear_helmet_gs.paa"; _headgearTT = "No Headgear"; _headClass = GW_PUREQUIP_CURRENTTEMPLATE select 0; if (_headClass != "") then { _headgearPic = getText (configFile >> "CfgWeapons" >> _headClass >> "Picture"); _headgearTT = getText (configFile >> "CfgWeapons" >> _headClass >> "DisplayName"); _itemIndex = [_headClass, 0, GW_EQUIP_HEADGEAR] Call fnc_shr_arrayGetIndex; if (_itemIndex != -1) then {_headgearTT = _headgearTT + format[" - $%1",(GW_EQUIP_HEADGEAR select _itemIndex) select 1]}; }; _headgearCTRL ctrlSetText _headgearPic; _headgearCTRL ctrlSetTooltip _headgearTT; //Facewear _facePic = "\A3\ui_f\data\gui\Rsc\RscDisplayGear\ui_gear_glasses_gs.paa"; _faceTT = "No Facewear"; _faceClass = GW_PUREQUIP_CURRENTTEMPLATE select 1; if (_faceClass != "") then { _facePic = getText (configFile >> "CfgGlasses" >> _faceClass >> "Picture"); _faceTT = getText (configFile >> "CfgGlasses" >> _faceClass >> "DisplayName"); _itemIndex = [_faceClass, 0, GW_EQUIP_FACEWEAR] Call fnc_shr_arrayGetIndex; if (_itemIndex != -1) then {_faceTT = _faceTT + format[" - $%1",(GW_EQUIP_FACEWEAR select _itemIndex) select 1]}; }; _faceCTRL ctrlSetText _facePic; _faceCTRL ctrlSetTooltip _faceTT; //NVG _nvgPic = "\A3\ui_f\data\gui\Rsc\RscDisplayGear\ui_gear_nvg_gs.paa"; _nvgTT = "No Head Mounted Display"; _nvgClass = GW_PUREQUIP_CURRENTTEMPLATE select 3; if (_nvgClass != "") then { _nvgPic = getText (configFile >> "CfgWeapons" >> _nvgClass >> "Picture"); _nvgTT = getText (configFile >> "CfgWeapons" >> _nvgClass >> "DisplayName"); _itemIndex = [_nvgClass, 0, GW_EQUIP_OTHERS] Call fnc_shr_arrayGetIndex; if (_itemIndex != -1) then {_nvgTT = _nvgTT + format[" - $%1",(GW_EQUIP_OTHERS select _itemIndex) select 1]}; }; _nvgCTRL ctrlSetText _nvgPic; _nvgCTRL ctrlSetTooltip _nvgTT; //Binoculars _binocsPic = "\A3\ui_f\data\gui\Rsc\RscDisplayGear\ui_gear_binocular_gs.paa"; _binocsTT = "No Binocular"; _binocClass = GW_PUREQUIP_CURRENTTEMPLATE select 2; if (_binocClass != "") then { _binocsPic = getText (configFile >> "CfgWeapons" >> _binocClass >> "Picture"); _binocsTT = getText (configFile >> "CfgWeapons" >> _binocClass >> "DisplayName"); _itemIndex = [_binocClass, 0, GW_EQUIP_OTHERS] Call fnc_shr_arrayGetIndex; if (_itemIndex != -1) then {_binocsTT = _binocsTT + format[" - $%1",(GW_EQUIP_OTHERS select _itemIndex) select 1]}; }; _binocsCTRL ctrlSetText _binocsPic; _binocsCTRL ctrlSetTooltip _binocsTT; //Map _mapPic = "\A3\ui_f\data\gui\Rsc\RscDisplayGear\ui_gear_map_gs.paa"; _mapTT = "No Map"; _mapClass = (GW_PUREQUIP_CURRENTTEMPLATE select 10) select 2; if (_mapClass != "") then { _mapPic = getText (configFile >> "CfgWeapons" >> _mapClass >> "Picture"); _mapTT = getText (configFile >> "CfgWeapons" >> _mapClass >> "DisplayName"); _itemIndex = [_mapClass, 0, GW_EQUIP_OTHERS] Call fnc_shr_arrayGetIndex; if (_itemIndex != -1) then {_mapTT = _mapTT + format[" - $%1",(GW_EQUIP_OTHERS select _itemIndex) select 1]}; }; _mapCTRL ctrlSetText _mapPic; _mapCTRL ctrlSetTooltip _mapTT; //GPS _gpsPic = "\A3\ui_f\data\gui\Rsc\RscDisplayGear\ui_gear_gps_gs.paa"; _gpsTT = "No GPS"; _gpsClass = (GW_PUREQUIP_CURRENTTEMPLATE select 10) select 1; if (_gpsClass != "") then { _gpsPic = getText (configFile >> "CfgWeapons" >> _gpsClass >> "Picture"); _gpsTT = getText (configFile >> "CfgWeapons" >> _gpsClass >> "DisplayName"); _itemIndex = [_gpsClass, 0, GW_EQUIP_OTHERS] Call fnc_shr_arrayGetIndex; if (_itemIndex != -1) then {_gpsTT = _gpsTT + format[" - $%1",(GW_EQUIP_OTHERS select _itemIndex) select 1]}; }; _gpsCTRL ctrlSetText _gpsPic; _gpsCTRL ctrlSetTooltip _gpsTT; //Radio _radioPic = "\A3\ui_f\data\gui\Rsc\RscDisplayGear\ui_gear_radio_gs.paa"; _radioTT = "No Radio"; _radioClass = (GW_PUREQUIP_CURRENTTEMPLATE select 10) select 3; if (_radioClass != "") then { _radioPic = getText (configFile >> "CfgWeapons" >> _radioClass >> "Picture"); _radioTT = getText (configFile >> "CfgWeapons" >> _radioClass >> "DisplayName"); _itemIndex = [_radioClass, 0, GW_EQUIP_OTHERS] Call fnc_shr_arrayGetIndex; if (_itemIndex != -1) then {_radioTT = _radioTT + format[" - $%1",(GW_EQUIP_OTHERS select _itemIndex) select 1]}; }; _radioCTRL ctrlSetText _radioPic; _radioCTRL ctrlSetTooltip _radioTT; //Compass _compassPic = "\A3\ui_f\data\gui\Rsc\RscDisplayGear\ui_gear_compass_gs.paa"; _compassTT = "No Compass"; _compassClass = (GW_PUREQUIP_CURRENTTEMPLATE select 10) select 0; if (_compassClass != "") then { _compassPic = getText (configFile >> "CfgWeapons" >> _compassClass >> "Picture"); _compassTT = getText (configFile >> "CfgWeapons" >> _compassClass >> "DisplayName"); _itemIndex = [_compassClass, 0, GW_EQUIP_OTHERS] Call fnc_shr_arrayGetIndex; if (_itemIndex != -1) then {_compassTT = _compassTT + format[" - $%1",(GW_EQUIP_OTHERS select _itemIndex) select 1]}; }; _compassCTRL ctrlSetText _compassPic; _compassCTRL ctrlSetTooltip _compassTT; //Watch _watchPic = "\A3\ui_f\data\gui\Rsc\RscDisplayGear\ui_gear_watch_gs.paa"; _watchTT = "No Watch"; _watchClass = (GW_PUREQUIP_CURRENTTEMPLATE select 10) select 4; if (_watchClass != "") then { _watchPic = getText (configFile >> "CfgWeapons" >> _watchClass >> "Picture"); _watchTT = getText (configFile >> "CfgWeapons" >> _watchClass >> "DisplayName"); _itemIndex = [_watchClass, 0, GW_EQUIP_OTHERS] Call fnc_shr_arrayGetIndex; if (_itemIndex != -1) then {_watchTT = _watchTT + format[" - $%1",(GW_EQUIP_OTHERS select _itemIndex) select 1]}; }; _watchCTRL ctrlSetText _watchPic; _watchCTRL ctrlSetTooltip _watchTT; //Primary Weapon _primaryPic = "\A3\ui_f\data\gui\Rsc\RscDisplayGear\ui_gear_primary_gs.paa"; _primaryTT = "No Primary Weapon"; _primaryMuzPic = "\A3\ui_f\data\gui\Rsc\RscDisplayGear\ui_gear_muzzle_gs.paa"; _primaryMuzTT = "No Muzzle Attachment"; _primarySidePic = "\A3\ui_f\data\gui\Rsc\RscDisplayGear\ui_gear_side_gs.paa"; _primarySideTT = "No Side Attachment"; _primaryTopPic = "\A3\ui_f\data\gui\Rsc\RscDisplayGear\ui_gear_top_gs.paa"; _primaryTopTT = "No Optic Attachment"; _primaryBipodPic = "\A3\ui_f\data\gui\Rsc\RscDisplayGear\ui_gear_bipod_gs.paa"; _primaryBipodTT = "No Bipod Attachment"; _primaryClass = (GW_PUREQUIP_CURRENTTEMPLATE select 7) select 0; if (_primaryClass != "") then { _primaryPic = getText (configFile >> "CfgWeapons" >> _primaryClass >> "Picture"); _primaryTT = getText (configFile >> "CfgWeapons" >> _primaryClass >> "DisplayName"); _itemIndex = [_primaryClass, 0, GW_EQUIP_WEAP_PRIMARY] Call fnc_shr_arrayGetIndex; if (_itemIndex != -1) then {_primaryTT = _primaryTT + format[" - $%1",(GW_EQUIP_WEAP_PRIMARY select _itemIndex) select 1]}; _primaryAttach = (GW_PUREQUIP_CURRENTTEMPLATE select 7) select 1; if (_primaryAttach select 0 != "") then { _primaryMuzPic = getText (configFile >> "CfgWeapons" >> (_primaryAttach select 0) >> "Picture"); _primaryMuzTT = getText (configFile >> "CfgWeapons" >> (_primaryAttach select 0) >> "DisplayName"); _itemIndex = [(_primaryAttach select 0), 0, GW_EQUIP_ATTACHMENTS] Call fnc_shr_arrayGetIndex; if (_itemIndex != -1) then {_primaryMuzTT = _primaryMuzTT + format[" - $%1",(GW_EQUIP_ATTACHMENTS select _itemIndex) select 1]}; }; if (_primaryAttach select 1 != "") then { _primarySidePic = getText (configFile >> "CfgWeapons" >> (_primaryAttach select 1) >> "Picture"); _primarySideTT = getText (configFile >> "CfgWeapons" >> (_primaryAttach select 1) >> "DisplayName"); _itemIndex = [(_primaryAttach select 1), 0, GW_EQUIP_ATTACHMENTS] Call fnc_shr_arrayGetIndex; if (_itemIndex != -1) then {_primarySideTT = _primarySideTT + format[" - $%1",(GW_EQUIP_ATTACHMENTS select _itemIndex) select 1]}; }; if (_primaryAttach select 2 != "") then { _primaryTopPic = getText (configFile >> "CfgWeapons" >> (_primaryAttach select 2) >> "Picture"); _primaryTopTT = getText (configFile >> "CfgWeapons" >> (_primaryAttach select 2) >> "DisplayName"); _itemIndex = [(_primaryAttach select 2), 0, GW_EQUIP_ATTACHMENTS] Call fnc_shr_arrayGetIndex; if (_itemIndex != -1) then {_primaryTopTT = _primaryTopTT + format[" - $%1",(GW_EQUIP_ATTACHMENTS select _itemIndex) select 1]}; }; if ((_primaryAttach select 3) != "") then { _primaryBipodPic = getText (configFile >> "CfgWeapons" >> (_primaryAttach select 3) >> "Picture"); _primaryBipodTT = getText (configFile >> "CfgWeapons" >> (_primaryAttach select 3) >> "DisplayName"); _itemIndex = [(_primaryAttach select 3), 0, GW_EQUIP_ATTACHMENTS] Call fnc_shr_arrayGetIndex; if (_itemIndex != -1) then {_primaryBipodTT = _primaryBipodTT + format[" - $%1",(GW_EQUIP_ATTACHMENTS select _itemIndex) select 1]}; }; }; _primaryCTRL ctrlSetText _primaryPic; _primaryCTRL ctrlSetTooltip _primaryTT; _primaryMuzCTRL ctrlSetText _primaryMuzPic; _primaryMuzCTRL ctrlSetTooltip _primaryMuzTT; _primarySideCTRL ctrlSetText _primarySidePic; _primarySideCTRL ctrlSetTooltip _primarySideTT; _primaryTopCTRL ctrlSetText _primaryTopPic; _primaryTopCTRL ctrlSetTooltip _primaryTopTT; _primaryBipodCTRL ctrlSetText _primaryBipodPic; _primaryBipodCTRL ctrlSetTooltip _primaryBipodTT; //Secondary Weapon _secondaryPic = "\A3\ui_f\data\gui\Rsc\RscDisplayGear\ui_gear_secondary_gs.paa"; _secondaryTT = "No Secondary Weapon"; _secondaryMuzPic = "\A3\ui_f\data\gui\Rsc\RscDisplayGear\ui_gear_muzzle_gs.paa"; _secondaryMuzTT = "No Muzzle Attachment"; _secondarySidePic = "\A3\ui_f\data\gui\Rsc\RscDisplayGear\ui_gear_side_gs.paa"; _secondarySideTT = "No Side Attachment"; _secondaryTopPic = "\A3\ui_f\data\gui\Rsc\RscDisplayGear\ui_gear_top_gs.paa"; _secondaryTopTT = "No Optic Attachment"; _secondaryBipodPic = "\A3\ui_f\data\gui\Rsc\RscDisplayGear\ui_gear_bipod_gs.paa"; _secondaryBipodTT = "No Bipod Attachment"; _secondaryClass = (GW_PUREQUIP_CURRENTTEMPLATE select 8) select 0; if (_secondaryClass != "") then { _secondaryPic = getText (configFile >> "CfgWeapons" >> _secondaryClass >> "Picture"); _secondaryTT = getText (configFile >> "CfgWeapons" >> _secondaryClass >> "DisplayName"); _itemIndex = [_secondaryClass, 0, GW_EQUIP_WEAP_SECONDARY] Call fnc_shr_arrayGetIndex; if (_itemIndex != -1) then {_secondaryTT = _secondaryTT + format[" - $%1",(GW_EQUIP_WEAP_SECONDARY select _itemIndex) select 1]}; _secondaryAttach = (GW_PUREQUIP_CURRENTTEMPLATE select 8) select 1; if ((_secondaryAttach select 0) != "") then { _secondaryMuzPic = getText (configFile >> "CfgWeapons" >> (_secondaryAttach select 0) >> "Picture"); _secondaryMuzTT = getText (configFile >> "CfgWeapons" >> (_secondaryAttach select 0) >> "DisplayName"); _itemIndex = [(_secondaryAttach select 0), 0, GW_EQUIP_ATTACHMENTS] Call fnc_shr_arrayGetIndex; if (_itemIndex != -1) then {_secondaryMuzTT = _secondaryMuzTT + format[" - $%1",(GW_EQUIP_ATTACHMENTS select _itemIndex) select 1]}; }; if ((_secondaryAttach select 1) != "") then { _secondarySidePic = getText (configFile >> "CfgWeapons" >> (_secondaryAttach select 1) >> "Picture"); _secondarySideTT = getText (configFile >> "CfgWeapons" >> (_secondaryAttach select 1) >> "DisplayName"); _itemIndex = [(_secondaryAttach select 1), 0, GW_EQUIP_ATTACHMENTS] Call fnc_shr_arrayGetIndex; if (_itemIndex != -1) then {_secondarySideTT = _secondarySideTT + format[" - $%1",(GW_EQUIP_ATTACHMENTS select _itemIndex) select 1]}; }; if ((_secondaryAttach select 2) != "") then { _secondaryTopPic = getText (configFile >> "CfgWeapons" >> (_secondaryAttach select 2) >> "Picture"); _secondaryTopTT = getText (configFile >> "CfgWeapons" >> (_secondaryAttach select 2) >> "DisplayName"); _itemIndex = [(_secondaryAttach select 2), 0, GW_EQUIP_ATTACHMENTS] Call fnc_shr_arrayGetIndex; if (_itemIndex != -1) then {_secondaryTopTT = _secondaryTopTT + format[" - $%1",(GW_EQUIP_ATTACHMENTS select _itemIndex) select 1]}; }; if ((_secondaryAttach select 3) != "") then { _secondaryBipodPic = getText (configFile >> "CfgWeapons" >> (_secondaryAttach select 3) >> "Picture"); _secondaryBipodTT = getText (configFile >> "CfgWeapons" >> (_secondaryAttach select 3) >> "DisplayName"); _itemIndex = [(_secondaryAttach select 3), 0, GW_EQUIP_ATTACHMENTS] Call fnc_shr_arrayGetIndex; if (_itemIndex != -1) then {_secondaryBipodTT = _secondaryBipodTT + format[" - $%1",(GW_EQUIP_ATTACHMENTS select _itemIndex) select 1]}; }; }; _secondaryCTRL ctrlSetText _secondaryPic; _secondaryCTRL ctrlSetTooltip _secondaryTT; _secondaryMuzCTRL ctrlSetText _secondaryMuzPic; _secondaryMuzCTRL ctrlSetTooltip _secondaryMuzTT; _secondarySideCTRL ctrlSetText _secondarySidePic; _secondarySideCTRL ctrlSetTooltip _secondarySideTT; _secondaryTopCTRL ctrlSetText _secondaryTopPic; _secondaryTopCTRL ctrlSetTooltip _secondaryTopTT; _secondaryBipodCTRL ctrlSetText _secondaryBipodPic; _secondaryBipodCTRL ctrlSetTooltip _secondaryBipodTT; //Handgun _handgunPic = "\A3\ui_f\data\gui\Rsc\RscDisplayGear\ui_gear_hgun_gs.paa"; _handgunTT = "No Handgun"; _handgunMuzPic = "\A3\ui_f\data\gui\Rsc\RscDisplayGear\ui_gear_muzzle_gs.paa"; _handgunMuzTT = "No Muzzle Attachment"; _handgunSidePic = "\A3\ui_f\data\gui\Rsc\RscDisplayGear\ui_gear_side_gs.paa"; _handgunSideTT = "No Side Attachment"; _handgunTopPic = "\A3\ui_f\data\gui\Rsc\RscDisplayGear\ui_gear_top_gs.paa"; _handgunTopTT = "No Optic Attachment"; _handgunBipodPic = "\A3\ui_f\data\gui\Rsc\RscDisplayGear\ui_gear_bipod_gs.paa"; _handgunBipodTT = "No Bipod Attachment"; _handgunClass = (GW_PUREQUIP_CURRENTTEMPLATE select 9) select 0; if (_handgunClass != "") then { _handgunPic = getText (configFile >> "CfgWeapons" >> _handgunClass >> "Picture"); _handgunTT = getText (configFile >> "CfgWeapons" >> _handgunClass >> "DisplayName"); _itemIndex = [_handgunClass, 0, GW_EQUIP_WEAP_SIDEARM] Call fnc_shr_arrayGetIndex; if (_itemIndex != -1) then {_handgunTT = _handgunTT + format[" - $%1",(GW_EQUIP_WEAP_SIDEARM select _itemIndex) select 1]}; _handgunAttach = (GW_PUREQUIP_CURRENTTEMPLATE select 9) select 1; if ((_handgunAttach select 0) != "") then { _handgunMuzPic = getText (configFile >> "CfgWeapons" >> (_handgunAttach select 0) >> "Picture"); _handgunMuzTT = getText (configFile >> "CfgWeapons" >> (_handgunAttach select 0) >> "DisplayName"); _itemIndex = [(_handgunAttach select 0), 0, GW_EQUIP_ATTACHMENTS] Call fnc_shr_arrayGetIndex; if (_itemIndex != -1) then {_handgunMuzTT = _handgunMuzTT + format[" - $%1",(GW_EQUIP_ATTACHMENTS select _itemIndex) select 1]}; }; if ((_handgunAttach select 1) != "") then { _handgunSidePic = getText (configFile >> "CfgWeapons" >> (_handgunAttach select 1) >> "Picture"); _handgunSideTT = getText (configFile >> "CfgWeapons" >> (_handgunAttach select 1) >> "DisplayName"); _itemIndex = [(_handgunAttach select 1), 0, GW_EQUIP_ATTACHMENTS] Call fnc_shr_arrayGetIndex; if (_itemIndex != -1) then {_handgunSideTT = _handgunSideTT + format[" - $%1",(GW_EQUIP_ATTACHMENTS select _itemIndex) select 1]}; }; if ((_handgunAttach select 2) != "") then { _handgunTopPic = getText (configFile >> "CfgWeapons" >> (_handgunAttach select 2) >> "Picture"); _handgunTopTT = getText (configFile >> "CfgWeapons" >> (_handgunAttach select 2) >> "DisplayName"); _itemIndex = [(_handgunAttach select 2), 0, GW_EQUIP_ATTACHMENTS] Call fnc_shr_arrayGetIndex; if (_itemIndex != -1) then {_handgunTopTT = _handgunTopTT + format[" - $%1",(GW_EQUIP_ATTACHMENTS select _itemIndex) select 1]}; }; if ((_handgunAttach select 3) != "") then { _handgunBipodPic = getText (configFile >> "CfgWeapons" >> (_handgunAttach select 3) >> "Picture"); _handgunBipodTT = getText (configFile >> "CfgWeapons" >> (_handgunAttach select 3) >> "DisplayName"); _itemIndex = [(_handgunAttach select 3), 0, GW_EQUIP_ATTACHMENTS] Call fnc_shr_arrayGetIndex; if (_itemIndex != -1) then {_handgunBipodTT = _handgunBipodTT + format[" - $%1",(GW_EQUIP_ATTACHMENTS select _itemIndex) select 1]}; }; }; _handgunCTRL ctrlSetText _handgunPic; _handgunCTRL ctrlSetTooltip _handgunTT; _handgunMuzCTRL ctrlSetText _handgunMuzPic; _handgunMuzCTRL ctrlSetTooltip _handgunMuzTT; _handgunSideCTRL ctrlSetText _handgunSidePic; _handgunSideCTRL ctrlSetTooltip _handgunSideTT; _handgunTopCTRL ctrlSetText _handgunTopPic; _handgunTopCTRL ctrlSetTooltip _handgunTopTT; _handgunBipodCTRL ctrlSetText _handgunBipodPic; _handgunBipodCTRL ctrlSetTooltip _handgunBipodTT; }; //Populate list depending on category selected fnc_purequip_populateGearList = { private["_categoryIndex","_parentDisp","_equipPopulateNetCall","_equipPopulateNetCall"]; disableSerialization; _categoryIndex = _this select 0; _parentDisp = _this select 1; //Clear lists lbClear 1500; lbClear 1501; lbClear 1505; GW_PUREQUIP_SECONDLIST = []; GW_PUREQUIP_ATTACHLIST = []; //What array should we work with GW_PUREQUIP_MAINLIST = Call Compile Format["GW_PUREQUIP_%1",lbData[2100, _categoryIndex]]; //Populate the main list { lbAdd [1500, format["$%1 - %2",_x select 1,(getText (configFile >> (_x select 3) >> (_x select 0) >> "DisplayName"))]]; lbSetPicture [1500, _forEachIndex, (getText (configFile >> (_x select 3) >> (_x select 0) >> "Picture"))]; lbSetData [1500, _forEachIndex, (_x select 0)]; } forEach GW_PUREQUIP_MAINLIST; if ((count GW_PUREQUIP_MAINLIST) > 0) then {lbSetCurSel [1500, 0]}; //If a primary entry is selected, attempt to populate related magazines if ((lbCurSel 1500) > -1) then {GW_PUREQUIP_PRIMARYLISTCHANGED = true}; }; //Populate the magazine list depending on what weapon is selected fnc_purequip_populateMagazineList = { private["_currentSelectedPrimary","_weapClassname","_configMagsArray"]; _currentSelectedPrimary = _this select 0; //Clear list lbClear 1501; //Figure out what classname of weapon is selected in the main list _weapClassname = (GW_PUREQUIP_MAINLIST select _currentSelectedPrimary) select 0; //Get a list of magazines the gun can use from the config (Safe to hardcode CfgWeapons) _configMagsArray = GetArray (configFile >> "CfgWeapons" >> _weapClassname >> "magazines"); _allConfigMagsArray = _configMagsArray; //Check for magazines under muzzles _muzzlesCfg = GetArray (configFile >> "CfgWeapons" >> _weapClassname >> "muzzles"); _muzzleMags = []; { if (_x != "this") then { _muzMagList = GetArray (configFile >> "CfgWeapons" >> _weapClassname >> _x >> "magazines"); _allConfigMagsArray = [_allConfigMagsArray, _muzMagList] Call fnc_shr_mergeArrays; }; } forEach _muzzlesCfg; //Parse out magazines list GW_PUREQUIP_SECONDLIST = []; { _cfgMagsClass = _x; { if ((_x select 0) == _cfgMagsClass) exitWith {GW_PUREQUIP_SECONDLIST set [count GW_PUREQUIP_SECONDLIST, _x]}; } forEach GW_PUREQUIP_MAGAZINES; } forEach _allConfigMagsArray; //Populate the second list { lbAdd [1501, format["$%1 - %2",_x select 1,(getText (configFile >> (_x select 3) >> (_x select 0) >> "DisplayName"))]]; lbSetPicture [1501, _forEachIndex, (getText (configFile >> (_x select 3) >> (_x select 0) >> "Picture"))]; lbSetData [1501, _forEachIndex, (_x select 0)]; } forEach GW_PUREQUIP_SECONDLIST; }; //Populate attachments list depending on what weapon is selected fnc_purequip_populateAttachmentList = { private["_currentSelectedPrimary","_weapClassname","_configCows","_configMuzzle","_configPointer","_configAttach"]; _currentSelectedPrimary = _this select 0; //Clear list lbClear 1505; //Figure out what classname of weapon is selected in the main list _weapClassname = (GW_PUREQUIP_MAINLIST select _currentSelectedPrimary) select 0; _configAttach = []; { configProperties [ configFile >> "CfgWeapons" >> _weapClassname >> "WeaponSlotsInfo" >> _x >> "compatibleItems", "_configAttach pushBack (configName _x)", true ]; } forEach ["CowsSlot", "MuzzleSlot", "PointerSlot", "UnderBarrelSlot"]; //Parse out attachments list GW_PUREQUIP_ATTACHLIST = []; { _cfgAttachClass = _x; { if ((_x select 0) == _cfgAttachClass) exitWith {GW_PUREQUIP_ATTACHLIST set [count GW_PUREQUIP_ATTACHLIST, _x]}; } forEach GW_PUREQUIP_ATTACHMENTS; } forEach _configAttach; //Populate the attachment list { lbAdd [1505, format["$%1 - %2",_x select 1,(getText (configFile >> (_x select 3) >> (_x select 0) >> "DisplayName"))]]; lbSetPicture [1505, _forEachIndex, (getText (configFile >> (_x select 3) >> (_x select 0) >> "Picture"))]; lbSetData [1505, _forEachIndex, (_x select 0)]; } forEach GW_PUREQUIP_ATTACHLIST; }; //Populate inventory container list fnc_purequip_populateContainerList = { private["_containerIndex","_containerContents"]; _containerIndex = _this select 0; //Clear list lbClear 1504; _containerContents = (GW_PUREQUIP_CURRENTTEMPLATE select _containerIndex) select 1; { _classname = _x; _cfgClass = _x Call fnc_shr_getEquipCfgClass; //Get the price of the item (we don't know what category it's in, so unfortunately we need to search the entire equipment array) _price = 0; _classNameIndex = [_classname, 0, GW_PUREQUIP_FULLLIST] Call fnc_shr_arrayGetIndex; if (_classNameIndex != -1) then {_price = (GW_PUREQUIP_FULLLIST select _classNameIndex) select 1}; _displayString = format["$%1 - %2",_price,(getText (configFile >> _cfgClass >> _classname >> "DisplayName"))]; lbAdd [1504, _displayString]; lbSetTooltip [1504, _forEachIndex, _displayString]; lbSetPicture [1504, _forEachIndex, (getText (configFile >> _cfgClass >> _classname >> "Picture"))]; } forEach _containerContents; }; //Can an item fit in a specified container fnc_purequip_canFitInContainer = { private["_itemClass","_container","_cfgClass","_canFit","_classType","_allowedSlots"]; _itemClass = _this select 0; _container = _this select 1; _canFit = false; //Make sure the container actually exists in the template if (_container != "") then { if (_container == "Uniform") then {if (((GW_PUREQUIP_CURRENTTEMPLATE select 4) select 0) != "") then {_canFit = true}}; if (_container == "Vest") then {if (((GW_PUREQUIP_CURRENTTEMPLATE select 5) select 0) != "") then {_canFit = true}}; if (_container == "Backpack") then {if (((GW_PUREQUIP_CURRENTTEMPLATE select 6) select 0) != "") then {_canFit = true}}; }; //Check if the item can fit inside the container if (_itemClass != "" && _canFit) then { _cfgClass = _itemClass Call fnc_shr_getEquipCfgClass; if (_cfgClass == "CfgWeapons") then { _classType = getNumber(configFile >> _cfgClass >> _itemClass >> "type"); if (_classType == GW_PUREQUIP_TYPE_ITEM) then { _configsProperties = []; configProperties [configFile >> _cfgClass >> _itemClass >> "ItemInfo", "_configsProperties pushBack (configName _x); true", true]; if ("allowedSlots" in _configsProperties) then { _allowedSlots = getArray(configFile >> _cfgClass >> _itemClass >> "ItemInfo" >> "allowedSlots"); if ((_container == "Uniform") && (801 in _allowedSlots)) then {_canFit = true} else {_canFit = false}; if ((_container == "Vest") && (701 in _allowedSlots)) then {_canFit = true} else {_canFit = false}; if ((_container == "Backpack") && (901 in _allowedSlots)) then {_canFit = true} else {_canFit = false}; } else { _canFit = true; }; } else { _allowedSlots = getArray(configFile >> _cfgClass >> _itemClass >> "WeaponSlotsInfo" >> "allowedSlots"); if ((_container == "Uniform") && (801 in _allowedSlots)) then {_canFit = true} else {_canFit = false}; if ((_container == "Vest") && (701 in _allowedSlots)) then {_canFit = true} else {_canFit = false}; if ((_container == "Backpack") && (901 in _allowedSlots)) then {_canFit = true} else {_canFit = false}; }; }; if (_cfgClass == "CfgGlasses") then {_canFit = true}; if (_cfgClass == "CfgMagazines") then { _allowedSlots = getArray(configFile >> _cfgClass >> _itemClass >> "allowedSlots"); if (count _allowedSlots == 0) then { _canFit = true; } else { if ((_container == "Uniform") && (801 in _allowedSlots)) then {_canFit = true} else {_canFit = false}; if ((_container == "Vest") && (701 in _allowedSlots)) then {_canFit = true} else {_canFit = false}; if ((_container == "Backpack") && (901 in _allowedSlots)) then {_canFit = true} else {_canFit = false}; }; }; }; _canFit }; //Get item's mass fnc_purequip_getItemMass = { private["_mass","_cfgClass","_classType"]; _mass = 0; if (_this != "") then { _cfgClass = _this Call fnc_shr_getEquipCfgClass; if (_cfgClass == "CfgWeapons") then { _classType = getNumber(configFile >> _cfgClass >> _this >> "type"); _mass = if (_classType == GW_PUREQUIP_TYPE_ITEM) then {getNumber(configFile >> _cfgClass >> _this >> "ItemInfo" >> "mass")} else {getNumber(configFile >> _cfgClass >> _this >> "WeaponSlotsInfo" >> "mass")}; } else { _mass = getNumber(configFile >> _cfgClass >> _this >> "mass"); }; }; _mass }; //Get a specific container's current mass fnc_purequip_getContainerCurrentMass = { private["_currentMass","_containerArray","_itemMass"]; _currentMass = 0; _containerArray = []; if (_this == "Uniform" && (((GW_PUREQUIP_CURRENTTEMPLATE select 4) select 0) != "")) then { _containerArray = ((GW_PUREQUIP_CURRENTTEMPLATE select 4) select 1); }; if (_this == "Vest" && (((GW_PUREQUIP_CURRENTTEMPLATE select 5) select 0) != "")) then { _containerArray = ((GW_PUREQUIP_CURRENTTEMPLATE select 5) select 1); }; if (_this == "Backpack" && (((GW_PUREQUIP_CURRENTTEMPLATE select 6) select 0) != "")) then { _containerArray = ((GW_PUREQUIP_CURRENTTEMPLATE select 6) select 1); }; //Go through container's contents { _itemMass = _x Call fnc_purequip_getItemMass; _currentMass = _currentMass + _itemMass; } forEach _containerArray; _currentMass }; //Get a specific container's max mass fnc_purequip_getContainerMaxMass = { private["_maxMass","_cfgClass","_containerClass"]; _maxMass = 0; _containerClassName = ""; if (_this == "Uniform") then {_containerClassName = (GW_PUREQUIP_CURRENTTEMPLATE select 4) select 0}; if (_this == "Vest") then {_containerClassName = (GW_PUREQUIP_CURRENTTEMPLATE select 5) select 0}; if (_this == "Backpack") then {_containerClassName = (GW_PUREQUIP_CURRENTTEMPLATE select 6) select 0}; if (_containerClassName != "") then { _cfgClass = _containerClassName Call fnc_shr_getEquipCfgClass; if (_cfgClass == "CfgVehicles") then { _maxMass = getNumber(configFile >> "CfgVehicles" >> _containerClassName >> "maximumLoad"); }; if (_cfgClass == "CfgWeapons") then { _containerClass = getText(configFile >> "CfgWeapons" >> _containerClassName >> "ItemInfo" >> "containerClass"); _maxMass = getNumber(configFile >> "CfgVehicles" >> _containerClass >> "maximumLoad"); }; }; _maxMass }; //Update all container's masses fnc_purequip_updateMasses = { private["_parentDisp"]; disableSerialization; _parentDisp = _this select 0; GW_PUREQUIP_UNIFORM_CURR = "Uniform" Call fnc_purequip_getContainerCurrentMass; GW_PUREQUIP_UNIFORM_MAX = "Uniform" Call fnc_purequip_getContainerMaxMass; _BGUniformMassCtrl = _parentDisp displayCtrl 1102; _BarUniformMassCtrl = _parentDisp displayCtrl 1105; if (GW_PUREQUIP_UNIFORM_MAX == 0) then { _BGUniformMassCtrl ctrlShow false; _BarUniformMassCtrl ctrlShow false; } else { _BGUniformMassCtrl ctrlShow true; _BarUniformMassCtrl ctrlShow true; _BGUniformMassMaxWidth = (CtrlPosition _BGUniformMassCtrl select 2) - 0.02; _BarUniformMassCurPos = CtrlPosition _BarUniformMassCtrl; _BarUniformMassCurPos set [2, _BGUniformMassMaxWidth * (GW_PUREQUIP_UNIFORM_CURR / GW_PUREQUIP_UNIFORM_MAX)]; _BarUniformMassCtrl CtrlSetPosition _BarUniformMassCurPos; _BarUniformMassCtrl CtrlCommit 0; }; GW_PUREQUIP_VEST_CURR = "Vest" Call fnc_purequip_getContainerCurrentMass; GW_PUREQUIP_VEST_MAX = "Vest" Call fnc_purequip_getContainerMaxMass; _BGVestMassCtrl = _parentDisp displayCtrl 1103; _BarVestMassCtrl = _parentDisp displayCtrl 1106; if (GW_PUREQUIP_VEST_MAX == 0) then { _BGVestMassCtrl ctrlShow false; _BarVestMassCtrl ctrlShow false; } else { _BGVestMassCtrl ctrlShow true; _BarVestMassCtrl ctrlShow true; _BGVestMassMaxWidth = (CtrlPosition _BGVestMassCtrl select 2) - 0.02; _BarVestMassCurPos = CtrlPosition _BarVestMassCtrl; _BarVestMassCurPos set [2, _BGVestMassMaxWidth * (GW_PUREQUIP_VEST_CURR / GW_PUREQUIP_VEST_MAX)]; _BarVestMassCtrl CtrlSetPosition _BarVestMassCurPos; _BarVestMassCtrl CtrlCommit 0; }; GW_PUREQUIP_BACKPACK_CURR = "Backpack" Call fnc_purequip_getContainerCurrentMass; GW_PUREQUIP_BACKPACK_MAX = "Backpack" Call fnc_purequip_getContainerMaxMass; _BGBackpackMassCtrl = _parentDisp displayCtrl 1104; _BarBackpackMassCtrl = _parentDisp displayCtrl 1107; if (GW_PUREQUIP_BACKPACK_MAX == 0) then { _BGBackpackMassCtrl ctrlShow false; _BarBackpackMassCtrl ctrlShow false; } else { _BGBackpackMassCtrl ctrlShow true; _BarBackpackMassCtrl ctrlShow true; _BGBackpackMassMaxWidth = (CtrlPosition _BGBackpackMassCtrl select 2) - 0.02; _BarBackpackMassCurPos = CtrlPosition _BarBackpackMassCtrl; _BarBackpackMassCurPos set [2, _BGBackpackMassMaxWidth * (GW_PUREQUIP_BACKPACK_CURR / GW_PUREQUIP_BACKPACK_MAX)]; _BarBackpackMassCtrl CtrlSetPosition _BarBackpackMassCurPos; _BarBackpackMassCtrl CtrlCommit 0; }; }; //Get the value of the current template fnc_purequip_updateCost = { private["_parentDisp","_totalCost"]; disableSerialization; _parentDisp = _this select 0; _equipArray = _this select 1; _totalCost = 0; //Get the value of the current template _templateCost = GW_PUREQUIP_CURRENTTEMPLATE Call fnc_shr_getEquipmentCost; //Get the value of what's on the player _playerEquip = player Call fnc_shr_getEquipArray; _playerCost = _playerEquip Call fnc_shr_getEquipmentCost; //Difference between them (Can't refund, $0 is minimum) _totalCost = (_templateCost - _playerCost) max 0; _textColor = if (_totalCost <= GW_CVAR_MONEY) then {"#269024"} else {"#c75454"}; if (_totalCost <= GW_CVAR_MONEY) then {ctrlEnable [1604, true]} else {ctrlEnable [1604, true]}; _totalCostCTRL = _parentDisp displayCtrl 1109; _totalCostCTRL ctrlSetStructuredText (parseText format ["Total Cost of Equipment: <t color='%1'>$%2</t>",_textColor, _totalCost]); GW_PUREQUIP_TOTALCOST = _totalCost; }; //Remove item from equipment fnc_purequip_removeItem = { private["_itemSlotArray","_invQuery","_preSaveArray","_innerPreSaveArray"]; _itemSlotArray = _this; _invQuery = ""; //Helmet, Facewear, Binocs, NVGs if (count _itemSlotArray == 1) then { _preSaveArray =+ GW_PUREQUIP_CURRENTTEMPLATE; _preSaveArray set [_itemSlotArray select 0, ""]; GW_PUREQUIP_CURRENTTEMPLATE = _preSaveArray; }; //Primary Weapon, Secondary Weapon, Sidearm or Assigned Items if (count _itemSlotArray == 2) then { _preSaveArray =+ GW_PUREQUIP_CURRENTTEMPLATE select (_itemSlotArray select 0); _preSaveArray set [_itemSlotArray select 1, ""]; //Removed weapon, be sure to remove attachments as well if (((_itemSlotArray select 0) == 7) || ((_itemSlotArray select 0) == 8) || ((_itemSlotArray select 0) == 9)) then { if ((_preSaveArray select 0) == "") then {_preSaveArray set [1, ["","","",""]]}; }; GW_PUREQUIP_CURRENTTEMPLATE set [_itemSlotArray select 0, _preSaveArray]; }; //Weapon Attachments if (count _itemSlotArray == 3) then { _preSaveArray =+ GW_PUREQUIP_CURRENTTEMPLATE select (_itemSlotArray select 0); _innerPreSaveArray = _preSaveArray select (_itemSlotArray select 1); _innerPreSaveArray set [_itemSlotArray select 2, ""]; _preSaveArray set [(_itemSlotArray select 1), _innerPreSaveArray]; GW_PUREQUIP_CURRENTTEMPLATE set [_itemSlotArray select 0, _preSaveArray]; }; //Call for update of inv GW_PUREQUIP_RECALC_TOTAL = true; GW_PUREQUIP_REDRAWINV = true; }; //Remove a given index from the selected container fnc_purequip_removeContainerItem = { private["_itemIndex","_refresh","_preSaveArray","_innerPreSaveArray","_item"]; _itemIndex = _this select 0; _refresh = _this select 1; //Don't do anything if there's no container selected (shouldn't ever happen) if (GW_PUREQUIP_CONTAINERSEL == -1) exitWith {}; //Remove specified item _preSaveArray =+ GW_PUREQUIP_CURRENTTEMPLATE select GW_PUREQUIP_CONTAINERSEL; _innerPreSaveArray = _preSaveArray select 1; _innerPreSaveArray set [_itemIndex, "REMOVE"]; _innerPreSaveArray = _innerPreSaveArray - ["REMOVE"]; _preSaveArray set [1, _innerPreSaveArray]; GW_PUREQUIP_CURRENTTEMPLATE set [GW_PUREQUIP_CONTAINERSEL, _preSaveArray]; //Call for update of inv (Set this to false if emptying entire container, then redraw once at end) if (_refresh) then { GW_PUREQUIP_RECALC_TOTAL = true; GW_PUREQUIP_RECALC_MASS = true; _containerPop = [GW_PUREQUIP_CONTAINERSEL] Spawn fnc_purequip_populateContainerList; waitUntil {scriptDone _containerPop}; }; }; //Remove container fnc_purequip_removeContainer = { private["_containerIndex", "_preSaveArray"]; _containerIndex = _this select 0; _preSaveArray =+ (GW_PUREQUIP_CURRENTTEMPLATE select _containerIndex); if (_preSaveArray select 0 != "") then { //If the container previously selected matches our removed one, update container selected logic if (GW_PUREQUIP_CONTAINERSEL == _containerIndex) then {GW_PUREQUIP_CONTAINERSEL = -1; GW_PUREQUIP_CONTAINERCHANGED = true}; //Update template _preSaveArray set [0, ""]; _preSaveArray set [1, []]; GW_PUREQUIP_CURRENTTEMPLATE set [_containerIndex, _preSaveArray]; //Request redraw GW_PUREQUIP_REDRAWINV = true; GW_PUREQUIP_RECALC_TOTAL = true; GW_PUREQUIP_RECALC_MASS = true; }; }; //Empty container fnc_purequip_emptyContainer = { private["_containerIndex"]; _containerIndex = _this select 0; //Update template _preSaveArray =+ (GW_PUREQUIP_CURRENTTEMPLATE select _containerIndex); _preSaveArray set [1, []]; GW_PUREQUIP_CURRENTTEMPLATE set [_containerIndex, _preSaveArray]; //Request redraw GW_PUREQUIP_RECALC_TOTAL = true; GW_PUREQUIP_RECALC_MASS = true; _containerPop = [GW_PUREQUIP_CONTAINERSEL] Spawn fnc_purequip_populateContainerList; waitUntil {scriptDone _containerPop}; }; //Can an attachment work on the weapon fnc_purequip_attachmentFits = { private["_attachClass","_weaponClass","_configAttach","_newAttachClasses","_oldAttachClasses"]; _attachClass = _this select 0; _weaponClass = _this select 1; _attachmentFits = false; _configAttach = []; { configProperties [ configFile >> "CfgWeapons" >> _weaponClass >> "WeaponSlotsInfo" >> _x >> "compatibleItems", "_configAttach pushBack (configName _x)", true ]; } forEach ["CowsSlot", "MuzzleSlot", "PointerSlot", "UnderBarrelSlot"]; //Search for our attachment { if (_x == _attachClass) exitWith {_attachmentFits = true}; } forEach _configAttach; _attachmentFits }; //Add item to template fnc_purequip_addItem = { private["_ctrl","_clickIndex","_itemIndex","_itemSlotArray","_itemClassName","_itemSlotArray"]; disableSerialization; _ctrl = _this select 0; _clickIndex = _this select 1; _itemIndex = [(lbData[_ctrl, _clickIndex]), 0, GW_PUREQUIP_FULLLIST] Call fnc_shr_arrayGetIndex; if (_itemIndex != -1) then { _itemClassName = (GW_PUREQUIP_FULLLIST select _itemIndex) select 0; _itemSlotArray = (GW_PUREQUIP_FULLLIST select _itemIndex) select 4; //Helmet, Facewear, Binocs, NVGs if ((count _itemSlotArray) == 1) then { _preSaveArray =+ GW_PUREQUIP_CURRENTTEMPLATE; //Equipable item if ((_itemSlotArray select 0) != -1) then { if ((_preSaveArray select (_itemSlotArray select 0)) == "") then { _preSaveArray set [_itemSlotArray select 0, _itemClassName]; GW_PUREQUIP_CURRENTTEMPLATE = _preSaveArray; } else { if (GW_PUREQUIP_CONTAINERSEL != -1) then { _containerName = ""; _containerMassCurrent = 0; _containerMassMax = 0; if (GW_PUREQUIP_CONTAINERSEL == 4) then {_containerName = "Uniform"; _containerMassCurrent = GW_PUREQUIP_UNIFORM_CURR; _containerMassMax = GW_PUREQUIP_UNIFORM_MAX}; if (GW_PUREQUIP_CONTAINERSEL == 5) then {_containerName = "Vest"; _containerMassCurrent = GW_PUREQUIP_VEST_CURR; _containerMassMax = GW_PUREQUIP_VEST_MAX}; if (GW_PUREQUIP_CONTAINERSEL == 6) then {_containerName = "Backpack"; _containerMassCurrent = GW_PUREQUIP_BACKPACK_CURR; _containerMassMax = GW_PUREQUIP_BACKPACK_MAX}; _canFit = [_itemClassName, _containerName] Call fnc_purequip_canFitInContainer; if (_canFit) then { _itemMass = _itemClassName Call fnc_purequip_getItemMass; if ((_containerMassCurrent + _itemMass) <= _containerMassMax) then { _innerPreSaveArray = _preSaveArray select GW_PUREQUIP_CONTAINERSEL; _innerSubPreSaveArray = _innerPreSaveArray select 1; _innerSubPreSaveArray pushBack _itemClassName; _innerPreSaveArray set [1, _innerSubPreSaveArray]; _preSaveArray set [GW_PUREQUIP_CONTAINERSEL, _innerPreSaveArray]; GW_PUREQUIP_CURRENTTEMPLATE = _preSaveArray; GW_PUREQUIP_CONTAINERCHANGED = true; }; }; }; }; } else //Only fits in a container { if (GW_PUREQUIP_CONTAINERSEL != -1) then { _containerName = ""; _containerMassCurrent = 0; _containerMassMax = 0; if (GW_PUREQUIP_CONTAINERSEL == 4) then {_containerName = "Uniform"; _containerMassCurrent = GW_PUREQUIP_UNIFORM_CURR; _containerMassMax = GW_PUREQUIP_UNIFORM_MAX}; if (GW_PUREQUIP_CONTAINERSEL == 5) then {_containerName = "Vest"; _containerMassCurrent = GW_PUREQUIP_VEST_CURR; _containerMassMax = GW_PUREQUIP_VEST_MAX}; if (GW_PUREQUIP_CONTAINERSEL == 6) then {_containerName = "Backpack"; _containerMassCurrent = GW_PUREQUIP_BACKPACK_CURR; _containerMassMax = GW_PUREQUIP_BACKPACK_MAX}; _canFit = [_itemClassName, _containerName] Call fnc_purequip_canFitInContainer; if (_canFit) then { _itemMass = _itemClassName Call fnc_purequip_getItemMass; if ((_containerMassCurrent + _itemMass) <= _containerMassMax) then { _innerPreSaveArray = _preSaveArray select GW_PUREQUIP_CONTAINERSEL; _innerSubPreSaveArray = _innerPreSaveArray select 1; _innerSubPreSaveArray pushBack _itemClassName; _innerPreSaveArray set [1, _innerSubPreSaveArray]; _preSaveArray set [GW_PUREQUIP_CONTAINERSEL, _innerPreSaveArray]; GW_PUREQUIP_CURRENTTEMPLATE = _preSaveArray; GW_PUREQUIP_CONTAINERCHANGED = true; }; }; }; }; }; //Primary Weapon, Secondary Weapon, Sidearm or Assigned Items if ((count _itemSlotArray) == 2) then { _preSaveArray =+ GW_PUREQUIP_CURRENTTEMPLATE select (_itemSlotArray select 0); //No current item if ((_preSaveArray select (_itemSlotArray select 1)) == "") then { _preSaveArray set [(_itemSlotArray select 1), _itemClassName]; GW_PUREQUIP_CURRENTTEMPLATE set [(_itemSlotArray select 0), _preSaveArray]; } else //Current item is already populated, try to put in container { if (GW_PUREQUIP_CONTAINERSEL != -1) then { _containerName = ""; _containerMassCurrent = 0; _containerMassMax = 0; if (GW_PUREQUIP_CONTAINERSEL == 4) then {_containerName = "Uniform"; _containerMassCurrent = GW_PUREQUIP_UNIFORM_CURR; _containerMassMax = GW_PUREQUIP_UNIFORM_MAX}; if (GW_PUREQUIP_CONTAINERSEL == 5) then {_containerName = "Vest"; _containerMassCurrent = GW_PUREQUIP_VEST_CURR; _containerMassMax = GW_PUREQUIP_VEST_MAX}; if (GW_PUREQUIP_CONTAINERSEL == 6) then {_containerName = "Backpack"; _containerMassCurrent = GW_PUREQUIP_BACKPACK_CURR; _containerMassMax = GW_PUREQUIP_BACKPACK_MAX}; _canFit = [_itemClassName, _containerName] Call fnc_purequip_canFitInContainer; if (_canFit) then { _itemMass = _itemClassName Call fnc_purequip_getItemMass; if ((_containerMassCurrent + _itemMass) <= _containerMassMax) then { _preSaveArray =+ GW_PUREQUIP_CURRENTTEMPLATE; _innerPreSaveArray = _preSaveArray select GW_PUREQUIP_CONTAINERSEL; _innerSubPreSaveArray = _innerPreSaveArray select 1; _innerSubPreSaveArray pushBack _itemClassName; _innerPreSaveArray set [1, _innerSubPreSaveArray]; _preSaveArray set [GW_PUREQUIP_CONTAINERSEL, _innerPreSaveArray]; GW_PUREQUIP_CURRENTTEMPLATE = _preSaveArray; GW_PUREQUIP_CONTAINERCHANGED = true; }; }; }; }; }; //Weapon Attachments if (count _itemSlotArray == 3) then { _equipSlot = (_itemSlotArray select 0); _preSaveIndex = -1; if (typeName _equipSlot == "ARRAY") then { _gunIndex = 7; if ((lbCurSel 2100) == 1) then {_gunIndex = 8}; if ((lbCurSel 2100) == 2) then {_gunIndex = 9}; if (_gunIndex in _equipSlot) then { _preSaveIndex = _gunIndex; }; } else { _preSaveIndex = _equipSlot; }; _preSaveArray = []; _gunClass = ""; _attachmentSlot = ""; _attachmentFits = false; //If we found a suitable slot to equip if (_preSaveIndex != -1) then { _preSaveArray =+ GW_PUREQUIP_CURRENTTEMPLATE select _preSaveIndex; //Does it fit on the weapon? _gunClass = (_preSaveArray select 0); _attachmentSlot = ((_preSaveArray select (_itemSlotArray select 1)) select (_itemSlotArray select 2)); _attachmentFits = if (_gunClass != "") then {[_itemClassName, _gunClass] Call fnc_purequip_attachmentFits} else {false}; }; //Has a weapon for the attachment type if (_gunClass != "" && _attachmentSlot == "" && _attachmentFits) then { _innerPreSaveArray = _preSaveArray select (_itemSlotArray select 1); _innerPreSaveArray set [(_itemSlotArray select 2), _itemClassName]; _preSaveArray set [(_itemSlotArray select 1), _innerPreSaveArray]; GW_PUREQUIP_CURRENTTEMPLATE set [_preSaveIndex, _preSaveArray]; } else //Current item is already populated, try to put in container { if (GW_PUREQUIP_CONTAINERSEL != -1) then { _containerName = ""; _containerMassCurrent = 0; _containerMassMax = 0; if (GW_PUREQUIP_CONTAINERSEL == 4) then {_containerName = "Uniform"; _containerMassCurrent = GW_PUREQUIP_UNIFORM_CURR; _containerMassMax = GW_PUREQUIP_UNIFORM_MAX}; if (GW_PUREQUIP_CONTAINERSEL == 5) then {_containerName = "Vest"; _containerMassCurrent = GW_PUREQUIP_VEST_CURR; _containerMassMax = GW_PUREQUIP_VEST_MAX}; if (GW_PUREQUIP_CONTAINERSEL == 6) then {_containerName = "Backpack"; _containerMassCurrent = GW_PUREQUIP_BACKPACK_CURR; _containerMassMax = GW_PUREQUIP_BACKPACK_MAX}; _canFit = [_itemClassName, _containerName] Call fnc_purequip_canFitInContainer; if (_canFit) then { _itemMass = _itemClassName Call fnc_purequip_getItemMass; if ((_containerMassCurrent + _itemMass) <= _containerMassMax) then { _preSaveArray =+ GW_PUREQUIP_CURRENTTEMPLATE; _innerPreSaveArray = _preSaveArray select GW_PUREQUIP_CONTAINERSEL; _innerSubPreSaveArray = _innerPreSaveArray select 1; _innerSubPreSaveArray pushBack _itemClassName; _innerPreSaveArray set [1, _innerSubPreSaveArray]; _preSaveArray set [GW_PUREQUIP_CONTAINERSEL, _innerPreSaveArray]; GW_PUREQUIP_CURRENTTEMPLATE = _preSaveArray; GW_PUREQUIP_CONTAINERCHANGED = true; }; }; }; }; }; //Request redraw GW_PUREQUIP_REDRAWINV = true; GW_PUREQUIP_RECALC_TOTAL = true; GW_PUREQUIP_RECALC_MASS = true; }; }; //Purchase current template of gear fnc_purequip_purchaseGear = { GW_PUREQUIP_BUYNETCALLRETURN = ["GW_NETCALL_WAITING"]; _buyNetCall = ["equipment","buy",[(getPlayerUID player), GW_PUREQUIP_CURRENTTEMPLATE, false, true], "GW_PUREQUIP_BUYNETCALLRETURN"] Spawn fnc_clt_requestServerExec; waitUntil {scriptDone _buyNetCall}; if (!(GW_PUREQUIP_BUYNETCALLRETURN select 0)) then { playSound "UIFail"; systemChat format ["Unable to purchase gear - %1",(GW_PUREQUIP_BUYNETCALLRETURN select 1)]; } else { playSound "UISuccess"; //Update last purchased template GW_CVAR_TEMPLATES set [0, ["Last Purchased", false, GW_PUREQUIP_CURRENTTEMPLATE, true, (GW_PUREQUIP_BUYNETCALLRETURN select 1)]]; //Equip the player _unitEquipScript = [player, GW_PUREQUIP_CURRENTTEMPLATE] spawn fnc_shr_equipUnit; waitUntil{scriptDone _unitEquipScript}; GW_PUREQUIP_RECALC_TOTAL = true; }; }; //Populate Templates List (Don't get array from server) fnc_purequip_populateTemplates = { private["_parentDisp"]; disableSerialization; _parentDisp = _this select 0; //Populate the list lbClear 1502; { lbAdd [1502, format["%1",(_x select 0)]]; if (_x select 1) then {lbSetColor [1502, _forEachIndex, [0,0.7490,1,1]]}; } forEach GW_CVAR_TEMPLATES; }; //Load template fnc_purequip_loadTemplate = { private["_index","_templateSelected"]; _index = lbCurSel 1502; if (_index != -1) then { _templateSelected = GW_CVAR_TEMPLATES select _index; GW_PUREQUIP_CURRENTTEMPLATE =+ _templateSelected select 2; GW_PUREQUIP_REDRAWINV = true; GW_PUREQUIP_RECALC_TOTAL = true; GW_PUREQUIP_RECALC_MASS = true; GW_PUREQUIP_CONTAINERCHANGED = true; }; }; //Save new template fnc_purequip_saveNewTemplate = { private["_parentDisp"]; disableSerialization; _parentDisp = _this select 0; //Get name of template _templateNameCTRL = _parentDisp displayCtrl 1400; _templateName = ctrlText _templateNameCTRL; if (_templateName != "") then { GW_PUREQUIP_TEMPLATE_ADD = ["GW_NETCALL_WAITING"]; _templateNetCall = ["equipment","templatenew",[(getPlayerUID player), _templateName, GW_PUREQUIP_CURRENTTEMPLATE],"GW_PUREQUIP_TEMPLATE_ADD"] Spawn fnc_clt_requestServerExec; waitUntil {scriptDone _templateNetCall}; if (!(GW_PUREQUIP_TEMPLATE_ADD select 0)) then { playSound "UIFail"; systemChat format ["Unable to save new template - %1",(GW_PUREQUIP_TEMPLATE_ADD select 1)]; } else { playSound "UISuccess"; lbAdd [1502, format["%1",_templateName]]; lbSetColor [1502, ((lbSize 1500) - 1), [0,0.7490,1,1]]; GW_CVAR_TEMPLATES pushBack [_templateName, true, GW_PUREQUIP_CURRENTTEMPLATE, true, (GW_PUREQUIP_TEMPLATE_ADD select 1)]; _templateNameCTRL ctrlSetText ""; }; } else { systemChat "Templates must have a unique name"; playSound "UIFail"; }; }; //Update template fnc_purequip_updateTemplate = { private["_parentDisp"]; disableSerialization; _parentDisp = _this select 0; //Get name of template _templateName = if ((lbCurSel 1502) != -1) then {(GW_CVAR_TEMPLATES select (lbCurSel 1502)) select 0} else {""}; _canModify = if ((lbCurSel 1502) != -1) then {(GW_CVAR_TEMPLATES select (lbCurSel 1502)) select 1} else {false}; if (_templateName != "" && _canModify) then { GW_PUREQUIP_TEMPLATE_UPDATE = ["GW_NETCALL_WAITING"]; _templateNetCall = ["equipment","templateupdate",[(getPlayerUID player), _templateName, GW_PUREQUIP_CURRENTTEMPLATE],"GW_PUREQUIP_TEMPLATE_UPDATE"] Spawn fnc_clt_requestServerExec; waitUntil {scriptDone _templateNetCall}; if (!(GW_PUREQUIP_TEMPLATE_UPDATE select 0)) then { playSound "UIFail"; systemChat format ["Unable to update template - %1",(GW_PUREQUIP_TEMPLATE_UPDATE select 1)]; } else { playSound "UISuccess"; GW_CVAR_TEMPLATES set[(lbCurSel 1502), [_templateName, true, GW_PUREQUIP_CURRENTTEMPLATE, true, (GW_PUREQUIP_TEMPLATE_UPDATE select 1)]]; }; } else { if (_templateName == "") then {systemChat "No template selected to delete"}; if (!_canModify) then {systemChat "You can only modify templates you made"}; playSound "UIFail"; }; }; //Delete template fnc_purequip_deleteTemplate = { private["_parentDisp"]; disableSerialization; _parentDisp = _this select 0; //Get name of template _templateName = if ((lbCurSel 1502) != -1) then {(GW_CVAR_TEMPLATES select (lbCurSel 1502)) select 0} else {""}; _canModify = if ((lbCurSel 1502) != -1) then {(GW_CVAR_TEMPLATES select (lbCurSel 1502)) select 1} else {false}; if (_templateName != "" && _canModify) then { GW_PUREQUIP_TEMPLATE_DELETE = ["GW_NETCALL_WAITING"]; _templateNetCall = ["equipment","templatedelete",[(getPlayerUID player), _templateName],"GW_PUREQUIP_TEMPLATE_DELETE"] Spawn fnc_clt_requestServerExec; waitUntil {scriptDone _templateNetCall}; if (!(GW_PUREQUIP_TEMPLATE_DELETE select 0)) then { playSound "UIFail"; systemChat format ["Unable to delete template - %1",(GW_PUREQUIP_TEMPLATE_DELETE select 1)]; } else { playSound "UISuccess"; lbDelete [1502, (lbCurSel 1502)]; GW_CVAR_TEMPLATES deleteAt ((lbCurSel 1502) + 1); }; } else { if (_templateName == "") then {systemChat "No template selected to delete"}; if (!_canModify) then {systemChat "You can only modify templates you made"}; playSound "UIFail"; }; }; //Button should be hidden by default _emptyContainerCTRL = _display displayCtrl 1609; _emptyContainerCTRL ctrlShow false; //Fill the purchase categories combobox with all the categories lbClear 2100; lbAdd [2100, "Primary Weapons"]; lbSetData [2100, 0, "WEAP_PRIMARY"]; lbAdd [2100, "Secondary Weapons"]; lbSetData [2100, 1, "WEAP_SECONDARY"]; lbAdd [2100, "Sidearms"]; lbSetData [2100, 2, "WEAP_SIDEARM"]; lbAdd [2100, "Ammo & Ordnance"]; lbSetData [2100, 3, "MAGAZINES"]; lbAdd [2100, "Attachments"]; lbSetData [2100, 4, "ATTACHMENTS"]; lbAdd [2100, "Headgear"]; lbSetData [2100, 5, "HEADGEAR"]; lbAdd [2100, "Vests"]; lbSetData [2100, 6, "VESTS"]; lbAdd [2100, "Uniforms"]; lbSetData [2100, 7, "UNIFORMS"]; lbAdd [2100, "Backpacks"]; lbSetData [2100, 8, "BACKPACKS"]; lbAdd [2100, "Facewear"]; lbSetData [2100, 9, "FACEWEAR"]; lbAdd [2100, "Other Items"]; lbSetData [2100, 10, "OTHERS"]; //First template shown should be what the player currently has equipped GW_PUREQUIP_CURRENTTEMPLATE = [player, true] Call fnc_shr_getEquipArray; //Select primary weapons by default lbSetCurSel [2100, 0]; GW_PUREQUIP_CHANGEDCATEGORY = true; //Need to draw the inventory _redrawUI = [_display] Spawn fnc_purequip_redrawInventory; _recalcPrice = [_display] Spawn fnc_purequip_updateCost; _recalcMass = [_display] Spawn fnc_purequip_updateMasses; _templatePop = [_display] Spawn fnc_purequip_populateTemplates; //Unblock UI for network call _netBlockBGCTRL = _display displayCtrl 1110; _netBlockBGCTRL ctrlShow false; _netBlockTextCTRL = _display displayCtrl 1111; _netBlockTextCTRL ctrlShow false; //Main Updater while {dialog} do { //If player dies, close dialog if (!alive player) exitWith {closeDialog 60003}; //Disable/Enable purchase button depending on if there are enemies near the player _hostiles = [GW_CVAR_SIDE, (getPosATL player), 100] Call fnc_shr_getHostilesInArea; if (_hostiles == 0) then {(_display displayCtrl 1604) ctrlEnable true} else {(_display displayCtrl 1604) ctrlEnable false}; //User selected to load a template if (GW_PUREQUIP_LOADTEMPLATE) then { GW_PUREQUIP_LOADTEMPLATE = false; _templateLoad = [] Spawn fnc_purequip_loadTemplate; waitUntil {scriptDone _templateLoad}; }; //User selected purchase equipment if (GW_PUREQUIP_PURCHASEEQUIPMENT) then { GW_PUREQUIP_PURCHASEEQUIPMENT = false; _gearPurchase = [] Spawn fnc_purequip_purchaseGear; waitUntil {scriptDone _gearPurchase}; }; //Changed category (Need to halt execution to make sure it's done populating) if (GW_PUREQUIP_CHANGEDCATEGORY) then { GW_PUREQUIP_CHANGEDCATEGORY = false; _gearPopulate = [(lbCurSel 2100), _display] Spawn fnc_purequip_populateGearList; waitUntil {scriptDone _gearPopulate}; }; //Recalc Total of Template if (GW_PUREQUIP_RECALC_TOTAL) then { GW_PUREQUIP_RECALC_TOTAL = false; _recalcPrice = [_display] Spawn fnc_purequip_updateCost; waitUntil {scriptDone _recalcPrice}; }; //Figure out mass of containers if (GW_PUREQUIP_RECALC_MASS) then { GW_PUREQUIP_RECALC_MASS = false; _recalcMass = [_display] Spawn fnc_purequip_updateMasses; waitUntil {scriptDone _recalcMass}; }; //Changed primary selection (Only need to do this if we're on the weapons categories) if (GW_PUREQUIP_PRIMARYLISTCHANGED) then { GW_PUREQUIP_PRIMARYLISTCHANGED = false; _categorySelected = lbCurSel 2100; if (_categorySelected == 0 || _categorySelected == 1 || _categorySelected == 2) then { _currentSelectedPrimary = lbCurSel 1500; if (_currentSelectedPrimary != -1) then { //Make sure our selected index is a valid index within the new category if ((lbSize 1500) > _currentSelectedPrimary) then { _magsPopulate = [_currentSelectedPrimary] Spawn fnc_purequip_populateMagazineList; _attachPopulate = [_currentSelectedPrimary] Spawn fnc_purequip_populateAttachmentList; waitUntil {scriptDone _magsPopulate && scriptDone _attachPopulate}; } else { //If there's at least 1 weapon in there, select that one if ((lbSize 1500) > 0) then { lbSetCurSel [1500, 0]; _magsPopulate = [0] Spawn fnc_purequip_populateMagazineList; _attachPopulate = [0] Spawn fnc_purequip_populateAttachmentList; waitUntil {scriptDone _magsPopulate && scriptDone _attachPopulate}; } } }; }; }; //Container Changed if (GW_PUREQUIP_CONTAINERCHANGED) then { GW_PUREQUIP_CONTAINERCHANGED = false; if (GW_PUREQUIP_CONTAINERSEL != -1) then { _containerClass = (GW_PUREQUIP_CURRENTTEMPLATE select GW_PUREQUIP_CONTAINERSEL) select 0; if (_containerClass != "") then { _containerPop = [GW_PUREQUIP_CONTAINERSEL] Spawn fnc_purequip_populateContainerList; waitUntil {scriptDone _containerPop}; } else { GW_PUREQUIP_CONTAINERSEL = -1; }; }; //Update container text if (GW_PUREQUIP_CONTAINERSEL == -1) then { lbClear 1504; _containerTextCTRL = _display displayCtrl 1108; _containerTextCTRL ctrlSetStructuredText (parseText format ["No Container Selected"]); _emptyContainerCTRL = _display displayCtrl 1609; _emptyContainerCTRL ctrlShow false; } else { _containerText = ""; if (GW_PUREQUIP_CONTAINERSEL == 4) then {_containerText = "Uniform"}; if (GW_PUREQUIP_CONTAINERSEL == 5) then {_containerText = "Vest"}; if (GW_PUREQUIP_CONTAINERSEL == 6) then {_containerText = "Backpack"}; _containerTextCTRL = _display displayCtrl 1108; _containerTextCTRL ctrlSetStructuredText (parseText format ["Contents of %1",_containerText]); _emptyContainerCTRL = _display displayCtrl 1609; _emptyContainerCTRL ctrlShow true; }; }; //Redraw requested if (GW_PUREQUIP_REDRAWINV) then { GW_PUREQUIP_REDRAWINV = false; _redrawUI = [_display] Spawn fnc_purequip_redrawInventory; waitUntil {scriptDone _redrawUI}; }; //Update selected template if (GW_PUREQUIP_UPDATETEMPLATE) then { GW_PUREQUIP_UPDATETEMPLATE = false; _templateUpdate = [_display] Spawn fnc_purequip_updateTemplate; waitUntil {scriptDone _templateUpdate}; }; //Delete selected template if (GW_PUREQUIP_DELETETEMPLATE) then { GW_PUREQUIP_DELETETEMPLATE = false; _templateDelete = [_display] Spawn fnc_purequip_deleteTemplate; waitUntil {scriptDone _templateDelete}; }; //Save new template if (GW_PUREQUIP_SAVENEWTEMPLATE) then { GW_PUREQUIP_SAVENEWTEMPLATE = false; _templateSaveNew = [_display] Spawn fnc_purequip_saveNewTemplate; waitUntil {scriptDone _templateSaveNew}; }; uiSleep 0.1; };
  16. Ive spent a long time making a mission in the new Eden editor and I havent had any problems up to this point. Ive tested the mission muiltiple times throughout making it never having any problems. But when I was pretty much putting the finishing touches whenever i test it the camera is put in the sky looking top down like there is no player in the mission. I have checked muiltiple times I DO have a player and muiltiple playable characters. Does anyone know whats wrong?
  17. Hello everyone Im currently working on a Toz 122 rifle its my first mod :D what I have completed is the following - Wood Stock HP - Barrel / receiver HP - Spoon bolt handle HP - Front and Rear Sights HP - Groves for scope mount - Weaver Rail mount for toz-122-11 ver - Trigger / Base plate HP - Front sight hood HP I would like some advise on somethings such as if i want to make rounds in a magazine, is there a model I can use from the game of a 7.62x51 round or should I make my own :S
  18. I could really use some help on how to upload my campaign to the steam workshop and I am kind of new to having it work as an addon, before I would just upload the campaign pbo to armaholic/dropbox and then just extract it to the arma 3 campaigns folder. My Mod folders structure is below: Main Mod Folder: @Revenge Inside @Revenge: Addons mod.cpp Inside Addons: Revenge.pbo Inside Revenge.pbo: Images Missions description.ext Mod.cpp FIle: picture = "Revenge\Images\overview_ca.paa"; logo = "Revenge\Images\overview_ca.paa"; logoOver = Revenge\Images\overview_ca.paa"; tooltipOwned = "Revenge"; overview = "Follow the story of Lt. Sanders, who is as an ION contractor is hired to stop the insurgency in the Mediterranean."; hideName = 1; hidePicture = 0; name = "Revenge"; dir = "Revenge"; Description.ext class Campaign { name = "Revenge"; disableMP = 1; briefingName = "Revenge v0.1"; author="Panicsferd"; overviewText ="Follow the story of Lt. Sanders, who as an ION contractor is hired to stop the insurgency in the Mediterranean."; overviewPicture ="\Campaigns\Revenge\images\overview_ca.paa"; firstBattle = Beginning; class MissionDefault { lives = -1; lost = ; end1 = ; end2 = ; end3 = ; end4 = ; end5 = ; end6 = ; }; class Beginning { name = "The Beginning" cutscene =; firstMission = R01; end1 = ; end2 = ; end3 = ; end4 = ; end5 = ; end6 = ; lost = ; class R01: MissionDefault { briefingName = "Opening"; author = "Panicsferd"; overviewText = "a group of ION contractors have been sent to Stratis, on a mission to aid their new employers."; overviewPicture = "\Campaigns\Revenge\images\R01_ca.paa"; end1 = R02; lost = R01; template = R01.Stratis; }; class R02: MissionDefault { briefingName = "Leaving"; author = "Panicsferd"; overviewText = "After being briefed on the mission, the ION group is now leaving Stratis for Altis."; overviewPicture = "\Campaigns\Revenge\images\R02_ca.paa"; end1 = R03; lost = R02; template = R02.Stratis; }; class R03: MissionDefault { briefingName = "Contact"; author = "Panicsferd"; overviewText = "An AAF convoy has been attacked; the ION group is tasked mid-flight to aid them."; overviewPicture = "\Campaigns\Revenge\images\R03_ca.paa"; end1 = ; lost = R03; template = R03.Altis; }; }; }; Thanks again and I would really appreciate the help.
  19. Working on a little Arma 3 farm simulator action... fairly noob to scripting, don'n know why I can't seem to get it to work. private["_tractor","_crop","_item"]; _tractor = "RDS_Zetor6945_Base"; _crop = nearestObjects[getPos player,["CUP_A2_p_wheat_ep1"],1] select 0; _item= binocular; while { player in _tractor player distance _crop < 10 } do { deleteVehicle _crop; _tractor addItemCargo binocular; }; The binoculars serve as a placeholder for actual wheat, which I will be creating a gear item for. The idea is, if you're in a tractor and you run over a wheat plant, it adds wheat to the vehicle inventory. I call the script via: player execVM "Scripts\Functions\fn_HarvestWheat.sqf"; ...and it doesn't work at all. I run right over the wheat and nothing happens. I'm working on several other similar scripts and none of them seem to work. Help would be greatly appreciated!
  20. Hi, I have been developing a mission now and i have come to do the spawn menu. I have set up the rscbuttons but i have no idea how to get the button on clicked to teleport someone to a part if the map. Where would i set this up and what would the code look like Thanks Harry P.S i am pretty new to scripting so please dumb it down as much as possibe.
  21. I've been trying to search the internet for information on remote access to MCC sandbox by either Name or UID, I'd rather do it with name, because it would be hard to test with UID. I've been able to search some information about allow MCC to a particular player slot, it works when I preview it, and when I host it local, but as soon as I put it on my Dedicated server, it seems not to work anymore, I've only found youtube videos on how to do it not sure if this line is meant to work for MCC_sandbox 4 for Arma 3 =: this setvariable ["names",["Pineapple_hat"]] I've tried that line it doesn't seem to work, I hope I can find someone that can assist me with this issue, thank you.
  22. Hello everyone, today I come here on the forums once again for help. This time it's very important, to me at least. It has become a matter of life or death. I have been trying to figure this out the whole day and have been trying not to beat the living shit out of my computer. I have been working on a campaign for the past few months and I recently with the update moved to EDEN. The editor it self is all good and very easy to use for people that were previously experienced with Zeus and the 2D editor. In the campaign which I am currently working in, I use CUP Terrains for the terrains I plan to use in the campaign. I was looking through the stuff and I noticed "A2 Water" or something like that. There were ponds there and I thought how that would look in game. I placed one, saw that it looked shit and deleted. When I previewed the mission after a couple of changes I kept hearing water, like you know your regular wave sound. I approached it and my character started swimming on the air. He could go underwater, he could drown. How on earth am I to remove that. I tried looking through the mission.sqm but thanks EDEN for making everything so complicated outside the game. You try to simplify something ingame and you complicated out of the game. This is the mission.sqm, I hope the spoiler worked because it's a long one.
  23. Hi guys, someone can help me please, I try to search in the forum a script that do it something like I want, but I didnt found it. So, if someone can help me making a script that a AI fire at point that I want, always until the players kill the AI tank/mortar/Artillery. Yes, is for a mission multiplayer :)
  24. I just got back in to making Arma 3 missions and I found the anvil editor which is like a beefed up MCC mission maker. The only problem is there are very few advanced tutorials out there and I cannot figure out how to change which faction spawns in the objective zone. I looked through all the .sqf files and found one that defined the factions then it had open blank templates to add your own faction but I don't know how to go about adding an addon faction such as ChDKZ or any of the factions from the rhs_afrf3 mod. // ADD CLASSNAMES if (_faction==5) then { _InfPool= []; _ArmPool= []; _MotPool= []; _ACHPool= []; _CHPool= []; _uavPool= []; _stPool= []; _shipPool= []; _diverPool= []; _crewPool= []; _heliCrew= []; }; and here's and example of the CSAT one that's already in here. // EAST CSAT FACTION if (_faction==0) then { _InfPool= ["O_SoldierU_SL_F","O_soldierU_repair_F","O_soldierU_medic_F","O_sniper_F","O_Soldier_A_F","O_Soldier_AA_F","O_Soldier_AAA_F","O_Soldier_AAR_F","O_Soldier_AAT_F","O_Soldier_AR_F","O_Soldier_AT_F","O_soldier_exp_F","O_Soldier_F","O_engineer_F","O_engineer_U_F","O_medic_F","O_recon_exp_F","O_recon_F","O_recon_JTAC_F","O_recon_LAT_F","O_recon_M_F","O_recon_medic_F","O_recon_TL_F"]; _ArmPool= ["O_APC_Tracked_02_AA_F","O_APC_Tracked_02_cannon_F","O_APC_Wheeled_02_rcws_F","O_MBT_02_arty_F","O_MBT_02_cannon_F"]; _MotPool= ["O_Truck_02_covered_F","O_Truck_02_transport_F","O_MRAP_02_F","O_MRAP_02_gmg_F","O_MRAP_02_hmg_F","O_Truck_02_medical_F"]; _ACHPool= ["O_Heli_Attack_02_black_F","O_Heli_Attack_02_F"]; _CHPool= ["O_Heli_Light_02_F","O_Heli_Light_02_unarmed_F"]; _uavPool= ["O_UAV_01_F","O_UAV_02_CAS_F","O_UGV_01_rcws_F"]; _stPool= ["O_Mortar_01_F","O_static_AT_F","O_static_AA_F"]; _shipPool= ["O_Boat_Armed_01_hmg_F","O_Boat_Transport_01_F"]; _diverPool= ["O_diver_exp_F","O_diver_F","O_diver_TL_F"]; _crewPool= ["O_crew_F"]; _heliCrew= ["O_helicrew_F","O_helipilot_F"]; };
  25. alright , I'm so close to having my mission working 100% including ai commanders .. but my lack of real scripting/coding has put a big hold on me finishing this mission as sqs , to later then start porting it from sqs to sqf .. issues are variables and defines in two different scripts ... not a lot of errors but ive tried everything I know from _myvar = objnull, _myvar = [], _myvar = true, faults ,this select... it goes on and on... and is why I'm asking anyone that know how this stuff is done .. I NEED HELP. and before I hear again "just rewite it in sqf", this is not the point, I need it working as it was made fully before I cant start to do any sqf to the existing sqs scripts... ive been partly down this road and things get worse.. thank you if anyone is up to it.. might only take a good scripter/coder 10 min? for me its all guessing ... pm me here of steam Dr Death JM
×