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Found 727 results

  1. MadMuch

    playstation account

    so i got banned on the playstation account i usually play vigor on and i created a new one is there a way to transfer my progress to the new account?
  2. qwerty21032

    Link Zeus Cost to Warlords Income

    Hello everyone! I am relatively new to the modding sphere of Arma and I really only barely understand basic commands and init edits. Basically the question I have is the title. Would it be possible to link warlords income rates to the Zeus resource income? I am working to try and make a scenario in which you primarily play as Zeus to control units but there are only limited areas in which Zeus can spawn particular units. (Factories and big towns spawn vehicles, helipads runways and harbors spawn their respective vehicles and everywhere Zeus can spawn infantry). This would allow the players to utilize the amazing Zeus interface and issue commands while also being able to remote control units at their will. Any assistance in this would be awesome!
  3. Hi, I am having an issue where certain shrubs and flowers, terrain objects pop in relatively close to player. As my character runs through a field the shrubs and flowers etc and some grasa doesn't appear until I am on top of it. It's not a distance slider thing as trees and building are not affected. However it's this severe popping like action. It's just like shrubs and flowers are constantly blinking into exitance
  4. hi, i buyed this game i while ago and i used to play with 30~ without any guide but i had a guide that boost my fps at 144~ but now when i do the thing of the guide its just dont boost i tried to put all of the graphics in very low desactivate shadow etc but its stuck at 20~ fps i have Intel(R) Core(TM) i5-10300H CPU @ 2.50GHz Nvidia RTX 3060 16 go ram
  5. Hi everyone, I am trying to make a script that makes a helicopter with a squad arrive to disembark and defend the area. Everything works except that the helicopter is not going away, it stays where it landed!!! The scripts uses other custom functions which names are pretty straightforward, so I guess you'll be able to help anyways. It automatically defines side, faction, helicopter type, infantry, what I am struggling with are the waypoints. Everything looks correct to me. Thanks in advance. FWK_fnc_enemyQrfAir: //Helicopter QRF of _side from random far start position to _destination params["_destination"]; //Spawning transport _startPos = [_destination, 3000, 5000] call FWK_fnc_getRandomAOLocation; _landingPos = [_destination, 25, 75] call FWK_fnc_getRandomAOLocation; _heloType = selectRandom FWK_EnemyHeloArray; _helipad = "Land_HelipadEmpty_F" createVehicle _landingPos; _spawnHelo = [_startPos, random 360, _heloType, FWK_EnemySide] call BIS_fnc_spawnVehicle; _heloObj = _spawnHelo select 0; _heloGrp = _spawnHelo select 2; //Spawning units in transport based on free seats _cargoSize = _heloObj emptyPositions "cargo"; _groupUnitsArray = + FWK_EnemyInfantryArray; _groupUnitsArray resize _cargoSize; _qrfGrp = [_startPos, FWK_EnemySide, _groupUnitsArray] call BIS_fnc_spawnGroup; { _x moveInCargo _heloObj } forEach units _qrfGrp; //Helo waypoint and unload _landWp = group _heloObj addWaypoint [_helipad, 0]; _landWp setWaypointType "TR UNLOAD"; _landWp setWaypointSpeed "FULL"; _landWp setWaypointBehaviour "CARELESS"; _landWp setWaypointStatements["true", "(vehicle this) land 'GET OUT';"]; //Go away waypoint for helo _awayWp = _heloGrp addWaypoint [[0,0,0], 0]; _awayWp setWaypointType "MOVE"; _awayWp setWaypointSpeed "FULL"; _awayWp setWaypointBehaviour "CARELESS"; _awayWp setWaypointStatements["true", "[vehicle this] spawn FWK_fnc_deleteVehicle;"]; _heloGrp setCurrentWaypoint _landWp; //Waiting for all troops to disembark waitUntil { {_x in _heloObj} count (units _qrfGrp) == 0; }; hint "sbloccato"; _heloGrp setCurrentWaypoint _awayWp; //Defend waypoint for QRF _defendWp = _qrfGrp addWaypoint [_destination, 20]; _defendWp setWaypointType "SENTRY"; _defendWp setWaypointSpeed "FULL"; _defendWp setWaypointBehaviour "COMBAT"; _defendWp setWaypointStatements["true", ""]; _qrfGrp setCurrentWaypoint _defendWp;
  6. Hi, I'm trying to make a mission like in Arma 3 Campaign "Stepping Stone", where player have the option to starting poin on map, during the briefing stage. Here's the thing I want to do: https://gyazo.com/f8b7ea5f2126f1300fa5a00bc4505eb6
  7. Hey so i recently upgraded my computer Specs: Ryzen 7 7700x Asus 4070 Asus x670-p wifi 32 Gb DDR5 6000mhz Samsung 980 Pro And switched to Windows 11 The game will not open, on opening it crashes. Anybody know what might be causing this? Windows update? Drivers? It was a fresh install, nothing on my drives, the game loads for 5 seconds and then crashes.
  8. Andreilarazboi

    Scripting for Pub Zeus

    Ok so i am working on a Zeus module that is spawning a civilian unit which should behave like a zombie, tried a lot of times to incorporate this into ZEPT/ EZM with new stuff but got a lot of errors, after i fixed those errors when you place the Module it does not work. here is the script: If anyone got an ideea why this is not working i am happy to hear, this will change PUB zeus if we get it working. Edit: i also tried without the line : private _zombie = "C_man_1" createUnit [_zombiePos, [], 0, "CAN_COLLIDE"]; and made the script into: Main issue, the module made for zeus in EZM, when placed, i get the following error : this line "private _civilian = _civilianClass createUnit [_modulePos, [], 0, "CAN_COLLIDE"];" Error missing ;
  9. Hi, I'm preparing a singleplayer mission and I need to change the player's character in mid-game. Basically, I have a playe character variable named "petros". By a trigger triggered, I need to change player's character variable named "delta_4". "petros" is civilian faction but "delta_4" is BLUFOR and in another place in the map, doing another thing. Is that possible, how do I do that?
  10. I'm trying to create a mission, everything works so far except the AI, which doesn't want to get out of the vehicle once it reaches the given position. The situation is that once one of the players identifies the High-Value Target (HVT), the HVT will walk up to a car and get in as a passenger. The driver will then drive to the designated position, but the problem is that the HVT doesn't get out of the car regardless of any command given to him via SQF/trigger or even through waypoints.
  11. Hi I hope you're doing well. I have a problem with a Jet from a mod : the Rafale from the AMF ( french army ) mod. When it comes to JDAM/GBU strike, its a nightmare. The Locking/targeting cone is very small, and the pod is "locked" : once you reach the point you're locked on, when you're above it, the pod won't be able to keep locked on that point, like if it was not able to rotate more. I would like to know if and how its possible to modify that, like Can WE give it the same values and pod as the A164 Wipeout for example ? Thank you for your help
  12. Hi, Im trying to setup a server with some mods. Initally I started the server without mods and worked fine but now i keep getting this error and i can't find a solution: $ ./arma3server -mod="@CMBA_A3;@cupterrainscore;@LAMBS_Turrets;@LAMBS_Suppression;@LAMBS_Danger;@ace;@ACRE2;@ACRE_Animations;@dui_squadradar;@FOW_ACRE2_compatibility;@FrenchArmyS-35_MediumTankStandaloneMod;@IFA3_ACRE2_compatibility;@IFA3_AIO;@IronFrontArmA3-ACE3_compatibility_patch;@ironfrontarma3-facesofwar_compatibility_patch;@KAT-AdvancedMedical@NavalLegends;@ZeusEnhanced;@ZeusImmersionSounds;" -port=2302 -name="SM90 Mission" -config="server.cfg" OUTPUT: 12:47:18 Could not enable linux core dumps. Error 1 - X�����P�� 12:47:18 SteamAPI initialization failed. Steam features won't be accessible! 12:47:18 Initializing stats manager. 12:47:18 Stats config disabled. 12:47:18 sessionID: 7f9b501a2a8769a95a0b08035917bd8ab1efb263 ErrorMessage: Cannot open file '/home/steam/.local/share/Steam/steamcmd/arma3/@FrenchArmyS-35_MediumTankStandaloneMod\addons\gr_s35' Application terminated intentionally 12:47:22 ../lib/Network/networkServer.cpp ClearNetServer:NOT IMPLEMENTED - briefing! Cannot open file '/home/steam/.local/share/Steam/steamcmd/arma3/@FrenchArmyS-35_MediumTankStandaloneMod\addons\gr_s35' 12:47:22 Critical:Destroying running thread! 12:47:22 Critical:Destroying running thread! 12:47:22 Critical:Destroying running thread! 12:47:22 Critical:Destroying running thread! 12:47:22 Critical:Destroying running thread! 12:47:22 Critical:Destroying running thread! 12:47:22 Extensions: Thank You
  13. I hope you are all well and thank you in advance for your help. Here's my problem: I'm currently making a composition on a vehicle, and I'd like to attach some specific weapons to the sides, which members could pick up as needed. Unfortunately, the weapons in question are addons that appear in the arsenal, but not in the editor. I've seen on the forum that there are ways to spawn an unlisted weapon, but these methods don't allow you to see the weapon before launching the mission. I need to see the weapon in order to place it correctly on the vehicle concerned. Do you know how I can do this?
  14. WaywardVaga

    Mic not working in game

    Hi, I have had my mic working previously within the game but since my latest install I can't talk in game. The icon shows in the corner when I hold caps lock but my name does not show to my friends as transmitting. Voice is activated in game I have tried various channels Mic is set to default It is USB mic Steam is working with the mic Arma wont even let me auto adjust the mic so i assume it isnt even being detected.
  15. Hey guys, Im playing Arma3 for some timw now and i cant figure out why nothing i try works. The Problem is i cant see anything but fog further than 300m, i watched a lot YT videos and nothing helped. I play with a lot of mods like ACE on a Multiplayer server i have 16GB of RAM and my pc is using all of it, my GPU and CPU is activatet and working. My settings are on Very High, except clouds on Standard and PIP deactivatet. My Visibility is 2700/1600/50/1000, HDR and Water Reflection is on Standard. Im Playing with Fullscreen Windowed and VSYNC disabled my AA&PP settings are on default. I have a 1070TI GPU and a i7-8700 3.20GHz, 6 cores, 12 Theards. My FPS is in Menü at 120fps but ingame its 40fps this maybe because of the mods and i dont care about it that much but i do care about me not seeing anything in a range of over 300m, like i said its all fog and just doesnt render at all i dont see buildings, enemys or whehicles. I tryed it in Singleplayer and Multiplayer both the same. I would really appreciate your help in any form. Thanks in advance
  16. I_am_Unicorn34

    Stuck on loading screen

    Me and my friend are using LAN to play together, he host and I join, it was working an hour ago then when I restarted my game for something I just get stuck in the final stage of loading, I join and select my role then it starts loading and gets stuck at about 90%.
  17. mossRocks = [ "Land_RM_boulder1", "Land_Cliff_stone_small_F", "Land_Cliff_stone_medium_F", "Land_Cliff_stone_big_F", "Land_RM_boulder5", "Land_RM_boulder4", "Land_RM_boulder3", "Land_RM_boulder2" ]; { _objectType = typeOf _x; if (_objectType isKindOf mossRocks) then { _scale = selectRandom [0.9, 1.4]; _x setObjectScale _scale; }; } forEach mossRocks; im trying to pick a random number between 0.9 and 1.4 and have it set Scale for all my lil mossy rocks in my mission im doing this from the init.sqf and from some reason it doesn't work is there any obvious errors in the code im missing? (probably:D)
  18. So I'm creating a map (a big one), and I found some extra stuff like buildings and stuff that I could use on the map. Is it possible to add them to the dependencies? I have it loading but when uploading the mod its not going throw to the workshop 😞 Any solution? EDIT: With the help from Gramps (on discord) you can manually paste in the required dependencies in your .gproj file. Dependencies { "58D0FB3206B6F859" (Do not remove this one Its the core for Arma Reforger) "XXXXX" (the mod or mods you want to add) }
  19. So, for context, there's an op I'm working on where an SF team infiltrates an OP overlooking an airfield, and they call in a TLAM strike, to add to the immersion, I added in an S-300 battery that will fire at an invisible airplane target towards where the TLAMs are coming from to add immersion, I used WhiteRaven's scripts for this, and it is as follows, */ //-------------------------------------------------------------- Params _vic = _this select 0; //--------------------------------------------------------------------- while {true} do { sleep 1; //---------------------------------------------------------- 1st Target _vic doTarget t3; sleep 2; _vic fireAtTarget [t3]; //---------------------------------------------------------- 2nd Target _vic doTarget t3; sleep 2; _vic fireAtTarget [t3]; //---------------------------------------------------------- 2nd Target _vic doTarget t3; sleep 2; _vic fireAtTarget [t3]; //---------------------------------------------------------- 3rd Target _vic doTarget t3; sleep 2; _vic fireAtTarget [t3]; //---------------------------------------------------------- 4th Target sleep 1; }; //---------------------------------------------------------- Script end To execute, I paired it with the Tomahawk script, done by NikkoJT on the discord, "TNRGN_fnc_wr_vic_shoot" is where the script above is activated, /* Function for causing a VLS to shoot at grid references. Hopefully. To use: local execute in debug or execute code module. Specify grid refs as strings. Can be used more than once. ["123456","768910"] spawn TNRGN_fnc_missileStrike */ // Trigger your SAM launch [] spawn { { sleep (random 5); [_x] remoteExec ["TNRGN_fnc_wr_vic_shoot",_x]; } forEach [s3001,s3002,s3006,s3004,s3005,s3006]; }; sleep 60; { // Create target at position converted from grid private _position = _x call CBA_fnc_mapGridToPos; private _target = createVehicle ["LaserTargetW",_position]; // Create a dummy object to attach the laser target and force persistence private _dummy = createVehicle ["Land_InvisibleBarrier_F",_position]; _target attachTo [_dummy]; sleep 1; // Make sure everyone knows about the target [west,[_target,300]] remoteExec ["reportRemoteTarget",TNRGN_veh_VLS]; [_target, [west,true]] remoteExec ["confirmSensorTarget",TNRGN_veh_VLS]; for "_i" from 1 to (round random [1,2,3]) do { [gunner TNRGN_veh_VLS,_target] remoteExec ["doTarget",TNRGN_veh_VLS]; sleep 3; [TNRGN_veh_VLS,[_target]] remoteExec ["fireAtTarget",TNRGN_veh_VLS]; [TNRGN_veh_VLS,1] remoteExec ["setVehicleAmmo",TNRGN_veh_VLS]; }; // Clean up targets and dummies after a reasonable delay [_target,_dummy] spawn { sleep 180; { deleteVehicle _x; } forEach _this; }; } forEach _this; Now in SP, and local MP this would work flawlessly, the S-300s fire straight at the target, and it looks amazing, in dedicated MP however, the S-300 fails to aim at the target, and just launch without aiming, causing the missile to go haywire, do a cartwheel, and slam into the ground, it looks a bit silly, and I'm stumped on how to fix it, or how to implement an alternative since I'm not very good at scripting, so uhhhh, please help.
  20. Hello everyone i just installed Arma 3 yesterday (again) The problem: When i want to join a server it says: "you are running are running a different version of Arma3 use version 2.08" So on the right bottom the client says im running version 1.8. So i just downloaded it yesterday and it downloaded an old version. Steam doesnt update it. What i tried to fix this: - Searching on google (found nothing that can fix this) - Set arma3 on development build in properties - Reinstalling arma 3 - Restarted steam few times (maybe it would update arma but no) Laptop info: MacBook Pro (13-inch, 2016, Two Thunderbolt 3 ports) Processor 2 GHz Dual-Core Intel Core i5 Memory 16 GB 1867 MHz LPDDR3 Video Intel Iris Graphics 540 1536 MB
  21. hello, i have the following problem, with the code below i can livestream the gunner perspective from a darter uav but on other drones like the predator style drone its not working. I only get the driver perspective. So how can i change this? Maybe someone can help me or maybe its not possible i dont know.
  22. So i saw a cool function of the cargo platforms from Contact DLC, where if you place them close together the game will snap the second cargo platform to the first one making them stay perfectly next to each other, making them perfectly leveled next to each other. Question is, how do i replicate that? I'm working on a 'Modular Site' mod, where i need it for ease of use while laying out the facility in the 3den editor. This, basically
  23. Been pulling my hair out over this. Does anyone know how to update from script the texture of a shortcut button where the texture has been set using: "textureNoShortcut"?
  24. Hello. I've had a problem with many vehicles lately. The AI is not shooting vehicles that are marked as "MRAP". I should mention that the AIs with a rocket launcher or an AT can and will shoot at the intended vehicle. The other AIs are literally ignoring the vehicle and just going away even when the gunner is shooting at them. I've already seen a couple people with this problem on MRAPs, and I can fully understand that the AI is programmed to consider a vehicle too strong for them to shoot at it, BUT I have a mod, that's called "Pedagne Mod" (it's an Italian mod that ads a lot of Italian vehicles) and there are vehicles that are certainly not too strong. The Italian army uses the VTML Lince a lot, and that's why I want to use it too. I invite you to see an image of the Lince on Google so that you can get an idea of what I'm talking about. I'm not using any kind of AI mod. Only LAMBS sometimes. I've tried searching the config.ccp file in the Lince but I couldn't find anything relevant. Please help, I'm literally going crazy.
  25. When configuring an opfor faction, i ran into a problem. In testing, units loadouts were fine except the uniform which is missing and (probably?) is being auto-corrected to CSAT standard, although still being inaccesible, appearing as empty in inventory. the configs class DGF_EU3_base: O_Soldier_base_F { author="Doggifast"; faction="DGF_EU3"; side=0; scope=0; scopecurator=0; scopeArsenal=0; identityTypes[]={"LanguageENG_F","Head_NATO","G_NP"}; cost=100000; camouflage=1.5; sensitivity=1.75; threat[]={1,0.1,0.1}; displayName="EU3 Man Base"; editorPreview=""; editorSubcategory="EdSubcat_Personnel"; uniformClass="USP_G3C_CS_KP_MX"; modelSides[]={0,1,2,3,4,5,6,7}; canDeactivateMines=0; canHideBodies=1; engineer=0; attendant=0; uavHacker=0; role="Rifleman"; icon="iconMan"; picture=""; weapons[] = {"Throw","Put"}; respawnWeapons[]= {"Throw","Put"}; items[] = {}; respawnItems[] = {}; magazines[] = {}; respawnMagazines[] = {}; linkedItems[] = {}; respawnLinkedItems[]= {}; backpack=""; nameSound = "veh_infantry_s"; textSingular = "rifleman"; textPlural = "riflemen"; }; config for a rifleman for example class DGF_EU3_Rifleman: DGF_EU3_base { author = "Doggifast"; scope = 2; scopeCurator = 2; displayName = "Rifleman"; side = 0; faction = "DGF_EU3"; uniformClass = "USP_G3C_CS_KP_MX"; backpack = ""; weapons[] = {"arifle_Velko_lxWS", "CUP_hgun_Mk23", "Throw", "Put"}; magazines[] = {"35Rnd_556x45_Velko_reload_tracer_red_lxWS", "35Rnd_556x45_Velko_reload_tracer_red_lxWS", "35Rnd_556x45_Velko_reload_tracer_red_lxWS", "35Rnd_556x45_Velko_reload_tracer_red_lxWS", "35Rnd_556x45_Velko_reload_tracer_red_lxWS", "35Rnd_556x45_Velko_reload_tracer_red_lxWS", "35Rnd_556x45_Velko_reload_tracer_red_lxWS", "35Rnd_556x45_Velko_reload_tracer_red_lxWS", "35Rnd_556x45_Velko_reload_tracer_red_lxWS", "CUP_12Rnd_45ACP_mk23", "CUP_12Rnd_45ACP_mk23", "CUP_12Rnd_45ACP_mk23", "rhs_mag_m67", "rhs_mag_m67"}; items[] = {"ACE_elasticBandage", "ACE_elasticBandage", "ACE_elasticBandage", "ACE_elasticBandage", "ACE_elasticBandage", "ACE_elasticBandage", "ACE_elasticBandage", "ACE_elasticBandage", "ACE_elasticBandage", "ACE_elasticBandage", "ACE_CableTie", "ACE_CableTie", "ACE_CableTie", "ACE_CableTie", "ACE_CableTie", "ACE_epinephrine", "ACE_epinephrine", "ACE_morphine", "ACE_morphine", "ACE_splint", "ACE_splint", "ACE_tourniquet", "ACE_tourniquet"}; linkedItems[] = {"CUP_V_PMC_IOTV_Black_TL", "lxWS_H_bmask_base", "G_Balaclava_blk_lxWS", "", "", "", "", "", "", "", ""}; respawnweapons[] = {"arifle_Velko_lxWS", "CUP_hgun_Mk23", "Throw", "Put"}; respawnmagazines[] = {"35Rnd_556x45_Velko_reload_tracer_red_lxWS", "35Rnd_556x45_Velko_reload_tracer_red_lxWS", "35Rnd_556x45_Velko_reload_tracer_red_lxWS", "35Rnd_556x45_Velko_reload_tracer_red_lxWS", "35Rnd_556x45_Velko_reload_tracer_red_lxWS", "35Rnd_556x45_Velko_reload_tracer_red_lxWS", "35Rnd_556x45_Velko_reload_tracer_red_lxWS", "35Rnd_556x45_Velko_reload_tracer_red_lxWS", "35Rnd_556x45_Velko_reload_tracer_red_lxWS", "CUP_12Rnd_45ACP_mk23", "CUP_12Rnd_45ACP_mk23", "CUP_12Rnd_45ACP_mk23", "rhs_mag_m67", "rhs_mag_m67"}; respawnitems[] = {"ACE_elasticBandage", "ACE_elasticBandage", "ACE_elasticBandage", "ACE_elasticBandage", "ACE_elasticBandage", "ACE_elasticBandage", "ACE_elasticBandage", "ACE_elasticBandage", "ACE_elasticBandage", "ACE_elasticBandage", "ACE_CableTie", "ACE_CableTie", "ACE_CableTie", "ACE_CableTie", "ACE_CableTie", "ACE_epinephrine", "ACE_epinephrine", "ACE_morphine", "ACE_morphine", "ACE_splint", "ACE_splint", "ACE_tourniquet", "ACE_tourniquet"}; respawnlinkedItems[] = {"CUP_V_PMC_IOTV_Black_TL", "lxWS_H_bmask_base", "G_Balaclava_blk_lxWS", "", "", "", "", "", "", "", ""}; };
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