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Found 24 results

  1. Hi all, I encounter a problem with JIP players for a name tags script. When a player do JIP the name tags of currently connected players aren't shown until they respawn once. But after one respawn from other players the script works correctly even if the JIP player do JIP again. I tried many ways to find a solution but for now I'm still stuck with this... init.sqf : [] execVM "scripts\nameTags.sqf"; initServer.sqf : waitUntil {time > 0}; arrPlayers = []; initPlayerServer.sqf : _player = _this select 0; waitUntil {(!isNull _player) && (_player == _player)}; waitUntil {time > 0}; waitUntil {!isNil "arrPlayers"}; _playerID = "playerID" + "_" + (getPlayerUID _player); arrPlayers pushBackUnique _playerID; publicVariable "arrPlayers"; [[_player, _playerID], { params ["_player", "_playerID"]; missionNamespace setVariable [_playerID, _player, false]; _player setVehicleVarName _playerID; }] remoteExec ["spawn", 0]; initPlayerLocal.sqf : _didJIP = _this select 1; waitUntil {(!isNull player) && (player == player)}; if (_didJIP) then { { //waitUntil {alive player}; waitUntil {(!isNull player) && (player == player) && !((lifeState player) in ["DEAD", "DEAD-RESPAWN", "DEAD-SWITCHING"])}; _playerID = "playerID" + "_" + (getPlayerUID player); [ [player, _playerID], { params ["_player", "_playerID"]; missionNamespace setVariable [_playerID, _player, false]; _player setVehicleVarName _playerID; } ] remoteExec ["call", remoteExecutedOwner]; } remoteExec ["spawn", [0, -2] select isDedicated]; }; nameTags.sqf : if !(hasInterface) exitWith {}; MISSION_ROOT = getMissionPath ""; KK_fnc_trueZoom = { ( [0.5,0.5] distance2D worldToScreen positionCameraToWorld [0,3,4] ) * ( getResolution select 5 ) / 2 }; fnc_nameTags = { #define LIMITDISTANCE 2000 #define NAMEDISTANCE 250 #define ICON_sizeScale 0.75 idNameTags = addMissionEventHandler ["Draw3D", { { _unit = (call compile _x); if (!(player distance2D _unit > LIMITDISTANCE) && alive _unit /*&& player != _unit*/ && !isNull _unit && (vehicle _unit == _unit || (vehicle _unit != _unit && effectiveCommander vehicle _unit == _unit))) then { _distanceUI = round (_unit distance vehicle player); _icon = "pictures\WEST.paa"; _textSpaced = 0.0062; _targetPosition = _unit modelToWorldVisual[0,0,2]; _playerPosition = positionCameraToWorld[0,0,0]; _distance = _targetPosition distance _playerPosition; _fov = call KK_fnc_trueZoom; _dir = _targetPosition vectorDiff _playerPosition; _playerDir = _playerPosition vectorFromTo positionCameraToWorld[0,0,1]; //_cross = (_playerDir) vectorCrossProduct (vectorUp player); _cross = (_playerDir) vectorCrossProduct [0,0,1]; _drawUpNormal = vectorNormalized (_cross vectorCrossProduct _dir); // CHECK INJURED private ["_icon"]; if (lifeState _unit == "INCAPACITATED") then {_icon = MISSION_ROOT + "pictures\INJURED.paa"} else {_icon = MISSION_ROOT + "pictures\WEST.paa"}; // ICON _uiScale = (0.55 / (getResolution select 5)) * ICON_sizeScale; _iconSize = (1 - ((_distance / LIMITDISTANCE) * 0.7)) * _uiScale * 1; _drawUpIcon = _drawUpNormal vectorMultiply ((_textSpaced*2.8) * _distance / _fov); _drawPosIcon = _targetPosition vectorAdd _drawUpIcon; drawIcon3D [_icon, [1,1,1,1], _drawPosIcon, _iconSize, _iconSize, 0]; // NAME private ["_drawPosDist"]; if (_distance <= NAMEDISTANCE || {cursorTarget == _unit}) then { _drawUpName = _drawUpNormal vectorMultiply ((_textSpaced*2) * _distance / _fov); _drawPosName = _targetPosition vectorAdd _drawUpName; if (damage _unit > 0 && player getUnitTrait "Medic" && !(lifeState _unit == "INCAPACITATED")) then { drawIcon3D ["", [1,1,1,1], _drawPosName, 0, 0, 0, (name _unit) + " (" + (str (floor((1 - damage _unit) * 100))) + "%)", 2]; } else { drawIcon3D ["", [1,1,1,1], _drawPosName, 0, 0, 0, name _unit, 2]; }; _drawUpDist = _drawUpNormal vectorMultiply (_textSpaced * _distance / _fov); _drawPosDist = _targetPosition vectorAdd _drawUpDist; } else { _drawUpDist = _drawUpNormal vectorMultiply ((_textSpaced*2) * _distance / _fov); _drawPosDist = _targetPosition vectorAdd _drawUpDist; }; // DISTANCE drawIcon3D ["", [0.8,1,1,1], _drawPosDist, 0, 0, 0, format ["%1 m", _distanceUI], 2]; // VEHICLE if (vehicle _unit != _unit && effectiveCommander vehicle _unit == _unit) then { _drawUpVeh = _drawUpNormal vectorMultiply ((_textSpaced*4.6) * _distance / _fov); _drawPosVeh = _targetPosition vectorAdd _drawUpVeh; _veh = getText (configFile >> "CfgVehicles" >> (typeOf vehicle _unit) >> "DisplayName"); drawIcon3D ["", [0.443,0.776,0.443,1], _drawPosVeh, 0, 0, 0, _veh, 2]; }; }; } forEach arrPlayers; }]; }; fnc_toogleNameTags = { if (!isNil "idNameTags") then { systemChat "Name tags desactivated"; removeMissionEventHandler ["Draw3D", idNameTags]; idNameTags = nil; } else { systemChat "Name tags activated"; [] call fnc_nameTags; }; }; waituntil {!isnull (finddisplay 46)}; (findDisplay 46) displayAddEventHandler ["KeyDown", "if ((_this select 1) == 219) then {[] call fnc_toogleNameTags}"]; Thanks to Whalenator for his multi-line with drawIcon3D ! Rather than using allPlayers command to get all connected players in order to draw the name tags, I used an array if string with the UID of each players broadcasted by the server. Normally the problem come from the initPlayerLocal.sqf where a JIP player ask all other clients thier UID and player object. Here is a sample mission for testing : nameTags.VR.pbo To activate/desactivate the name tags use the WIN LEFT key.
  2. Hi all, I'd like to better understand the JIP parameter used in remoteExec command. I read tons of pages (most of them are rather questions than answers) and of course several times the BIKI pages about remoteExec and JIP things. If I clearly understand, the JIP is set to FALSE by default. That means the code will not fire for a JIP as there is no "message" in queue. I guess the message is a kind of string code but there is no example or plain explanation about that. Anyway, here is my 2 cent question: I'm testing a mod on a server dedicated + client on the same PC. A script allows me modifying the loadout on pylons of a jet. This script is located on server where the aircraft is spawned. So, as setPylonLoadout is effect local , (really strange for a recent command!), I have to remoteExec this command everywhere. I forget the JIP thing, just remoteExecuting the command. OK. All is fine so far. Now, testing the mission, as client of my own dedicated server, I can see the new pylons and they are operational. BUT: If I disconnect and reconnect (the server is set to let the mission run when no player), I'm joining the ongoing mission and , by some way I can't understand, I can see the new pylons on the aircraft. On my mind, if no JIP parameter on remoteExec, the client has no info on what was remoteExecuted, so should see the standard loadout of the spawned aircraft. So, JIP or not, in what cases? Is there some exception on vehicles/objects? Isn't it a waste of net resource to JIP for nuts some parameters? but which ones? Thanks for reading.
  3. Hi. On my mission I put some notifications with BIS_fnc_dynamicText function as tasks are accomplished, i.e., Kill the officer. Init.sqf if (isserver) then { officer_down = false; publicVariable "officer_down"; }; I have created a task with the module and named it "kill_officer" and a trigger. Trigger Condition: !alive officer On Activation: ["kill_officer","succeeded", false] call bis_fnc_tasksetstate; Task_Kill = ["<t font='PuristaBold' t size='0.90' t align='left'>The officer is dead!</t>",safeZoneX+0.10, safeZoneY+safeZoneH-0.15, 20, 1, 0, 888] spawn bis_fnc_dynamicText; officer_down = true; publicVariable "officer_down"; Notifications work perfectly when tasks are accomplished. The problem is when a player goes offline and reconnects in the middle of the mission, all the notifications together that have been completed so far appear again. It is clear that it is something related to JIP, but for more I look for information and read, I cannot understand how JIP really works The mission was played on a dedicated server. I would appreciate any help to fix this problem.
  4. Hello, community! I am creating a MP mission, but I want to use a script for saving my proffered loadout. For example, when I get killed, I need to spawn with the same gear. I did a little research last night and I found a script that works for me only. I haven't tested it with friends, but it doesn't work for bots. There it is: in init.sqf // Set Units current Loadout Fnc_Set_Loadout = { _unit = _this select 0; _unit setVariable ["Saved_Loadout",getUnitLoadout _unit]; }; // Get Units current Loadout Fnc_Get_Loadout = { _unit = _this select 0; _unit setUnitLoadout (_unit getVariable ["Saved_Loadout",[]]); }; in initPlayerLocal.sqf player addEventhandler ["Killed", {_this spawn Fnc_Set_Loadout}]; player addEventHandler ["Respawn", {_this spawn Fnc_Get_Loadout}]; Would it work for other players when they use the playable units or not? If not, what could be done? Thanks in advance and cheers!
  5. Hi again, i want to create a user action on an object that will teleport the person activating it to a marker called marker_Nimitz. I have read about player setpos xxx but i am pretty sure this will not work in multiplayer with JIPing units.
  6. Issue(s): When re-joining a mission after leaving, it won't allow acess to the Zeus interface. When performing a #missions and reselecting the mission it will also remove any potential Zeus access. Mods Used: Server is launched with TADST on a external VPS. Modules that are placed in the Mission: Game Master: #adminLogged Game Master: Owner is set to a UID, name is Ellman, and set to all Addons including unofficial ones. Game Master: Set the same way as the 2nd one with a different "Name". Old code that were ran in the "initPlayerServer.sqf" previously but now throws up a error: Zeus Settings set in ACE3: Any help to resolve this issue with be appreciated. Edit: Test: I have 5 slots that need Zeus and named them "T1", "T2", "T3", "T4", "T5". Six different Game Master modules were made calling the following Owner: #adminLogged T1 T2 T3 T4 T5 When initially connecting to the server there were no issues accessing Zeus. After reconnect I had to respawn before Zeus access would work. But after #missions and re-selecting the mission it will NOT allow any Zeus access. So question is if the current actual issue can be resolved.
  7. I've been building a mission for the better part of a week now and I have everything working the way I want it, triggers are firing spawning AI, scripts are executing blowing players up its quite lovely. However with everything kicking off and running well (or at least running) I cannot get my spawn system to work properly, mission specifics in spoilers. My description.ext My init Some example scripts Any help is greatly appreciated, I'm kind of swimming in it right now and I haven't a clue what to try next... This mission is running on a dedicated server.
  8. HI All, I'm trying to play my start-up music for every client that joins the game, but so far it only plays on the host? initPlayerLocal.sqf _handle1 = addMissionEventHandler ["PlayerConnected",{playMusic "MenuMusic"}]; ... //BI RESPAWN MENU - IDD 58 PLAY MenuMusic if (!isDedicated) then { waitUntil {!(isNull (findDisplay 58))}; if (isNil "BEAK_MUSIC_INIT") then { BEAK_MUSIC_INIT = 1; playMusic "MenuMusic"; _music = addMusicEventHandler ["MusicStop",{playMusic (_this select 0)}]; waitUntil {isNull (findDisplay 58)}; removeMusicEventHandler ["MusicStop",_music]; playMusic ""; }; }; I tried placing it in init.sqf but has same effect...still not sure how to broadcast script to all clients.
  9. Hello, I'm using this _costTable = compile preProcessFileLineNumbers "folder\costTable.sqf"; [[],_costTable] remoteExec ["spawn",zeusUnit,true]; (from initServer.sqf) to "send" a cost table from dedicated server to the player playing as Zeus. That little script works nicely at mission start: only units and other "Zeus assets" that are declared in the costTable.sqf are available to the Zeus (player). But for some reason the JIP functionality (which is declared with true) doesn't work. This leads to the point where a reconnecting Zeus player will have all the vanilla Arma 3 Zeus units and assets available since the server doesn't issue the cost table to this "JIP player" like it should. Or should it even? Any thoughts of a way to get the server to send the cost table to JIP Zeus player?
  10. Hello. I have a function, let's just call it add_addaction. Then I have another function, which is just Retriever. The Retriever finds a city, spawns civilians and cars. For each civilian spawned, the following command is used : [_unit] remoteExecCall ["JeyR_fnc_retrieve_addaction",0,true]; The add_addaction currently doesn't do anything special, just adds an action to the unit saying "helo". This works fine. However, for JIP players, the action is not showing up. I tried to fix the problem via this piece: class CfgFunctions { class JeyR { class Jey_public { class retrieve { file = "functions\retrieve.sqf"; preInit = 1; }; class retrieve_addaction { file = "functions\retrieve_helper.sqf"; preInit = 1; }; }; }; }; And to avoid the scripts to give any errors (because the add_addaction requires an object/unit, it gives you an error that it couldn't find the unit to add the action), I put this command to the top of the scripts : _asd = missionNamespace getVariable ["running_task",0]; if (_asd == 1) then { /* The other parts of the script */ } Now even the not JIP players can't see the add action, but the RPT log doesn't give any errors. I am totally out of ideas. How does the functions library work?
  11. Hello. Im learning currently JIP and have some problems. Respawn type in Description.ext is 3 (BASE) 1. I have a task (tsk1) created in InitPlayerLocal.sqf tsk1 = player createSimpleTask [localize "STR_tsk1"]; tsk1 setSimpleTaskDescription [localize "STR_tsk1_1", localize "STR_tsk1", localize "STR_tsk1"]; 2. I have a trigger with condition: !alive typ1 (Execution only on server). By activation: ["task1Completed","stat.sqf"] remoteExec ["execVM",0] 3. The problem is that the tasks are not completed if player joins in progress (I execute triggers only on server, so they doesn't run by JIP players) How I can synchronize the tasks by that way? So the tasks, which are completed by currently playing players will be marked as completed by JIP players too..? Any suggestions?
  12. Hello. I have following problem: I made mission. It should be without respawn. In Description.ext I tried respawn = 0 and even to not define respawn. The problem is that I don't want that Init.sqf executes if someone joins in progress. He should be a seagull if he joins in progress (respawn = "BIRD" not worked, init.sqf executes anyway) and Init.sqf should not be executed on his machine. Is there some way to prevent this?
  13. Hey first time posting on here so please forgive me if I don't supply all the information needed! Recently I've been making a team vs team mission that is based on the rush gamemode from battlefield games, but I've come across an issue when testing it on a dedicated server that has pretty much made it impossible to resume without having to restart everytime somebody joins. I'm using the RespawnTemplates: Menuposition and MenuInventory, I've set the inventory in the description and I've got revive working, but whenever somebody joins in progress they get stuck on the map screen with no menu to allow them to choose a position or a loadout. Either i'm doing something silly for this to occur or I've came across a bug but I've tried Reddit with no replies and I've tried searching on google for countless hours with no success of a solution. The only thing I've really got that would interfere with it I guess would be the InitPlayerLocal.sqf and OnPlayerRespawn.sqf but I'm not 100% sure on how to fix this which is why I'm here Map = 1; saving = 0; disabledAI = 1; joinUnassigned = 1; enableSentences = false; disableChannels[]={0,4,5}; OnLoadName = "WW2: Battle For Szydlow"; loadScreen = "pictures\background.jpg"; Author = "J. Doddsy (RaptorSKA)"; // Respawn respawn = 3; respawnDelay = 10; respawnDialog = 1; respawnOnStart = 1; respawnTemplatesWest[] = {"MenuInventory","MenuPosition"}; respawnTemplatesEast[] = {"MenuInventory","MenuPosition","Tickets"}; // Revive ReviveMode = 1; ReviveUnconsciousStateMode = 0; ReviveRequiredTrait = 0; ReviveRequiredItems = 2; ReviveRequiredItemsFakConsumed = 1; ReviveDelay = 10; ReviveMedicSpeedMultiplier = 2; ReviveForceRespawnDelay = 3; ReviveBleedOutDelay = 40; // Misc showCompass = 1; showGPS = 1; showWatch = 1; showNotePad = 1; // Optimisation: wreckLimit = 4; wreckRemovalMinTime = 60; wreckRemovalMaxTime = 120; Ingame when the player joins after launching the session, he'll sometimes get the menu but It's just a slight chance. The players I've had join say they can only see the map screen, they have physically spawned at the respawn location - once killed they are able to actually see the menu.. I'm sorry if this has already been solved, I only took a quick look at the forums to see if anything resembled my error but it's something I've been trying to fix now for about 2 weeks and I'm still having no luck with Reddit or Google. I've tried looking at respawnonstart -1; I've even removed respawnonstart and it actually started working slightly.
  14. I am so frustrated. I've been trying to do what I thought was a simple thing: to get people who join the server after mission start to spawn in the mission. I've tried a few different settings in my files, and either spawn as a seagull, spawn as an immovable seagull, or have unlimited respawns at a respawn_west marker I made that I don't even know I need. I've googled a bunch of different terms trying to get this to work. I've even tried to look at some of the mission framework/templates out there that have JIP, but doing so means I either have to spend hours trying to integrate a bunch of bloat I don't need, or spend hours trying to detangle a hundred different script calls to pull out the one or two things I need my mission to do. I just want my mission to allow people who have just joined the server when the mission is in progress, to spawn in any available slots. I don't want anyone to be able to respawn. If they die, I want them to be able to use BIS default spectator script. I have most of their gear set up in the Eden loadout, although I do have a small loadout script that applies to every player as well. They don't have to respawn with their group, I can figure something out or a server admin can teleport them. 1. How should init.sqf (or initserver.sqf) be set up? 2. How should description.ext be set up? 3. How should Eden's Attributes>Multiplayer...>Respawn be set up? 4. Will I have to completely redo a loadout, or will Eden's loadout + throw in loadout information from initPlayerLocal.sqf to onPlayerRespawn.sqf? Thank you for your time.
  15. hello all! i'm trying to get a working "push" script for MP, JIP and respawn, for the infantry. the idea is to be able to push everything that can be somehow pushed (i was thinking about a check about object mass, so it can work for players,light vehicles and all light objects) the final result i wish is to have vehicles like boats, and helicopters (maybe without parking brakes) pushed, but not buildings or heavy tanks. i already tried all the scripts i found on armaholic, but noone satisfy my needs. some were good, but dont work with objects added by zeus (seems they indicize map objects at start). can anyone help me? i found this simple push script, that works perfectly, the only trouble is that you have to initialize the object with the code in the first line, so cant work on objects added by zeus. maybe someone can help me to modify it to work for everything! PS: as extra feature, if possible, i wish to add damage to "pushed" players/AI, so it double as a kind of melee damage!
  16. Hello everyone, I've been working on Nodunit & Franze AH-64D (v1.42+ and v1.43+) for the past few months, however I got an issue which I couldn't resolve. I believe the issue is all about the ah64d_init.sqf file which is played as soon as the mission start when the aircraft spawns. The full script can be found here, as well as all the other scripts handled by the aircraft. Here is a small part of how it was coded : Of course while on SP, everything works perfectly, but as soon as you're hitting multiplayer on a dedicated server and a player does join in progress then the doors reopen and the TADS gets stowed again, while being on the middle of a flight. A friend of mine thought about using : But then most of the 3D files couldn't get loaded. Here is the full script : What I would like to achieve is to get the aircraft's doors open and the TADS stow ONCE when it is spawned. Thanks for your help.
  17. I want to create a task that is not bugged on a dedicated multiplayer server. Is it enough to place a trigger make it blufor present and put isServer && this in the condition bar, then synching that trigger to task modules? Or do i HAVE to use scripts to create tasks?
  18. WurschtBanane

    Zeus rights

    As noone has answered yet, i will simplifiy my post: I created 2 playable units. I synched game master modules to them (and put the units names in the owner line) I synched the game master modules with a game master gamemode module I hosted the mission, a friend joined... and only one of us was able to place everything. He one was also able to acess zeus, but could only place markers. Why? And how do i fix this.
  19. I got this to work (at least partially): in the init: if (isServer) then { addMissionEventHandler["PlayerConnected",{_this execVM "playerInit.sqf"}]; }; in playerInit.sqf: thisPlayer = objNull; playerId = (_this select 4); for "_x" from 0 to (count allPlayers) -1 step 1 do { if (owner _x == playerId) then { thisplayer = (allPlayers select _x); }; }; thisPlayer = _this publicVariable "thisplayer"; publicVariable "playerId"; the Id is correctly transfered the problem is thisPlayer returns nothing the if never returns true so either the player is not in the list allPlayers at the time or i have no clue I tested everything seperately and everything works so Ihave nu f*king idea why it doesn't work Please help thanks in advance
  20. I'm making a guerilla style coop mission the code works well in single player but as soon as i go on a Server not verry much happens I plan on having a persistent server witch initializes with the start so i only have JIPs I have been trying to just execute code on new Players either by 1. writing them in a list and updating it every 0.1 sec. or (and looping thrue them later) 2. by (Player) execVM ... i tried playing with waitUntil it doesnt seem to have any effect (apart from delying the script) i failed with both attempts there must be something im missing maybe locality? here is my code (you can also Just answer my question im shure its a simple one for some of you) : 1. : while {true} do { for "_thisPlayerNum" from 0 to (count allPlayers) do { _thisPlayer = (allPlayers select _thisPlayerNum); if (!isNil "_thisPlayer") then { if (alive _thisPlayer) then { if (!(_thisPlayer in myLivePlayers)) then { // executed on Player spawn //waitUntil {alive _thisPlayer}; myLivePlayers = (myLivePlayers + [_thisPlayer]); _thisPlayer setCaptive true; } else { if (!(alive _thisPlayer)) then { // executed on Player death myLivePlayers = (myLivePlayers - [_thisPlayer]); if (_thisPlayer in HostilePlayers) then { TimeLastShot = TimeLastShot - [(TimeLastShot select (HostilePlayers find _thisPlayer))]; HostilePlayers = HostilePlayers - [_thisPlayer]; }; }; }; if ((_checkNewPlayer != (count allPlayers)) and (_thisPlayer in myLivePlayers)) then { _thisPlayer execVM "GW_3_0_PlayerConnected.sqf"; }; _checkNewPlayer = (count allPlayers); }; }; }; sleep 0.1; }; 2. : while {true} do { if ((count allPlayers) > 0) then { if (_checkNewPlayer < (count allPlayers)) then { waitUntil{isNull (allPlayers select ((count allPlayers)-1))} (allPlayers select ((count allPlayers)-1)) execVM "GW_3_1_Main.sqf"; } _checkNewPlayer = (count allPlayers); }; sleep 0.1; }; I would verry much appreciate your help this holds me back for a week now THX in advance
  21. Hi. I know how to create a Zeus mission (connect the module to the player, make respawn=base in the description.ext etc.). The only problem is: When the Zeus rejoins he looses his Zeus-capability (as syncing with playable units goes away when JIP-ing). What can i do to prevent that? I tried placing a trigger that activates itself every 30 secs and synchs the player with the zeus module again, but i am not sure if that will work...
  22. Hey guys! So I have a really annoying problem that I've tried for hours to solve to no avail. Anyway, I'm trying to create an addaction with dynamic variable names on all players in multiplayer and then have it remove itself either when activated or later on in the script. The action will be to call an extraction heli, which is why I needed to add it to the players rather than the heli itself, because of the radius limitations. It seems to work perfectly on the host and on all clients as long as they join at the same time, but as soon as the first JIP player joins, the action can't be removed anymore. It's probably a simple fix but I just can't get my head around it. Here's just a simple example of how i'd like it to work. I was originally using the JIP remoteExec options rather than recreating the action on a loop but I thought it best to try and solve this problem first before getting into that. Any ideas? if (!isServer) exitWith {}; _var = "1"; call compile format [" while {true} do { [[], { testAction_%1 = player addaction [""<t color='#ff9900'>Test Action</t>"", { {player removeAction testAction_%1} remoteExec [""call"", 0]; hint ""this is a test action""; } , _this, 99, false, false, """", """"]; player setVariable [""action_Id_%1"", testAction_%1, true]; publicVariable ""testAction_%1""; }] remoteExec [""call"", 0]; sleep 10; {player removeAction testAction_%1} remoteExec [""call"", 0]; }; ", _var];
  23. pierremgi

    Daytime and JIP sync

    Hi, I got some dramatic trouble with daytime. When jip, all PCs (hosted server + clients) are thrown to JIP daytime (reset at mission start) instead of the contrary. Environment: MP mission hosted, time multiplier as parameter in description.ext (class params), daytime also as parameter in description.ext. Mission starts at morning, no problem, all players sync for daytime. time multiplier for 4 hrs == 1 day. one player quit the game (at night time), then come back soon (JIP) All players (server hosted incl.) are now at morning daytime like when mission starts! I figured out JIP was sync to server in a couple of seconds, not the contrary! Why is it server and all players who are sync to JIP??? Sorry for my English.
  24. Hi all, I have been creating multiplayer missions for a group I play with for the last two years or so. Over that time we have developed bit by bit a template for creating missions, makes it much faster and easier for all the guys. However recently (as of the end of last year), I have run into a little issue with the template we were using. Our loadout script (which uses the BIS cfgRespawnLoadout) seems to be causing our JIP members to be infinitely stuck in the Loading screen for the mission. All members that join before 5 minutes or so do not have this issue. Our template as follows where we located the issue: initPlayerLocal.sqf //Call the Loadouts [] execVM "Scripts\PlayerLoadouts.sqf"; PlayerLoadouts.sqf //Declare Player Loadouts if (player isKindOf "B_recon_F") then { [player,"SAEF_Rifleman_M4"] call BIS_fnc_addRespawnInventory; [player,"SAEF_Rifleman_M16"] call BIS_fnc_addRespawnInventory; [player,"SAEF_Rifleman_L85"] call BIS_fnc_addRespawnInventory; }; if (player isKindOf "B_recon_LAT_F") then { [player,"SAEF_AT_M4"] call BIS_fnc_addRespawnInventory; [player,"SAEF_AT_M16"] call BIS_fnc_addRespawnInventory; [player,"SAEF_AT_L85"] call BIS_fnc_addRespawnInventory; }; if (player isKindOf "B_recon_medic_F") then { [player,"SAEF_Medic_M4"] call BIS_fnc_addRespawnInventory; [player,"SAEF_Medic_M16"] call BIS_fnc_addRespawnInventory; [player,"SAEF_Medic_L85"] call BIS_fnc_addRespawnInventory; }; if (player isKindOf "B_recon_JTAC_F") then { [player,"SAEF_LMG"] call BIS_fnc_addRespawnInventory; }; if (player isKindOf "B_recon_TL_F") then { [player,"SAEF_Grenadier_M4"] call BIS_fnc_addRespawnInventory; [player,"SAEF_Grenadier_M16"] call BIS_fnc_addRespawnInventory; [player,"SAEF_Grenadier_L85"] call BIS_fnc_addRespawnInventory; }; if (player isKindOf "B_recon_exp_F") then { [player,"SAEF_Engineer_M4"] call BIS_fnc_addRespawnInventory; [player,"SAEF_Engineer_M16"] call BIS_fnc_addRespawnInventory; [player,"SAEF_Engineer_L85"] call BIS_fnc_addRespawnInventory; }; if (player isKindOf "B_Recon_Sharpshooter_F") then { [player,"SAEF_AmmoBearer_M4"] call BIS_fnc_addRespawnInventory; [player,"SAEF_AmmoBearer_M16"] call BIS_fnc_addRespawnInventory; [player,"SAEF_AmmoBearer_L85"] call BIS_fnc_addRespawnInventory; }; if (player isKindOf "B_recon_M_F") then { [player,"SAEF_Marksman"] call BIS_fnc_addRespawnInventory; }; description.ext respawn = 3; respawnDelay = 5; //respawnVehicleDelay = 60; respawnTemplates[] = {"MenuInventory","MenuPosition"}; onLoadIntroTime=0; onLoadMissionTime=0; disabledAI = 1; debriefing = 1; showGPS = 1; author = "******"; onLoadName = "******"; onLoadMission = "******"; overviewPicture = "******.jpg"; class Header { gameType = COOP; minPlayers = 1; maxPlayers = 14; }; class CfgRespawnInventory { class SAEF_Rifleman_M4 { displayName = "Rifleman (M4)"; // Name visible in the menu //icon = "\Images\gl_ca.paa"; // Icon displayed next to the name // Condition must return true in order for the loadout to be displayed in the menu. // Evaluated when the menu is opened. show = "side group _this == west"; // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "rhs_weap_m4_carryhandle_pmag", "RH_m9" }; magazines[] = { "RH_15Rnd_9x19_M9", "RH_15Rnd_9x19_M9", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Red", "HandGrenade", "HandGrenade", "SmokeShell", "SmokeShell", "Chemlight_green", "Chemlight_green" }; items[] = { "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_epinephrine", "ACE_epinephrine", "ACE_epinephrine", "ACE_epinephrine", "ACE_epinephrine", "ACE_EarPlugs" }; linkedItems[] = { "rhsusf_acc_nt4_black", "rhsusf_acc_anpeq15_light", "rhsusf_acc_compm4", "RH_m9qd", "RH_X300", "SA_PlateCarrier_Green1", "SA_Helmet_Green", "Rus_Shemag", "NVGoggles_INDEP", "ItemMap", "ItemGPS", "ItemCompass", "ItemWatch", "tf_anprc152_2" }; uniformClass = "SA_W_Uniform"; }; class SAEF_Rifleman_M16 { displayName = "Rifleman (M16)"; // Name visible in the menu //icon = "\Images\gl_ca.paa"; // Icon displayed next to the name // Condition must return true in order for the loadout to be displayed in the menu. // Evaluated when the menu is opened. show = "side group _this == west"; // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "rhs_weap_m16a4_carryhandle_pmag", "RH_m9" }; magazines[] = { "RH_15Rnd_9x19_M9", "RH_15Rnd_9x19_M9", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Red", "HandGrenade", "HandGrenade", "SmokeShell", "SmokeShell", "Chemlight_green", "Chemlight_green" }; items[] = { "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_epinephrine", "ACE_epinephrine", "ACE_epinephrine", "ACE_epinephrine", "ACE_epinephrine", "ACE_EarPlugs" }; linkedItems[] = { "rhsusf_acc_nt4_black", "rhsusf_acc_anpeq15_light", "rhsusf_acc_compm4", "RH_m9qd", "RH_X300", "SA_PlateCarrier_Green1", "SA_Helmet_Green", "Rus_Shemag", "NVGoggles_INDEP", "ItemMap", "ItemGPS", "ItemCompass", "ItemWatch", "tf_anprc152_2" }; uniformClass = "SA_W_Uniform"; }; class SAEF_Rifleman_L85 { displayName = "Rifleman (L85)"; // Name visible in the menu //icon = "\Images\gl_ca.paa"; // Icon displayed next to the name // Condition must return true in order for the loadout to be displayed in the menu. // Evaluated when the menu is opened. show = "side group _this == west"; // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "SMA_L85RISafg", "RH_m9" }; magazines[] = { "RH_15Rnd_9x19_M9", "RH_15Rnd_9x19_M9", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Red", "HandGrenade", "HandGrenade", "SmokeShell", "SmokeShell", "Chemlight_green", "Chemlight_green" }; items[] = { "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_epinephrine", "ACE_epinephrine", "ACE_epinephrine", "ACE_epinephrine", "ACE_epinephrine", "ACE_EarPlugs" }; linkedItems[] = { "SMA_supp2BOD_556", "rhsusf_acc_anpeq15_light", "rhsusf_acc_compm4", "RH_m9qd", "RH_X300", "SA_PlateCarrier_Green1", "SA_Helmet_Green", "Rus_Shemag", "NVGoggles_INDEP", "ItemMap", "ItemGPS", "ItemCompass", "ItemWatch", "tf_anprc152_2" }; uniformClass = "SA_W_Uniform"; }; class SAEF_AT_M4 { displayName = "Anti-Tank (M4)"; // Name visible in the menu //icon = "\Images\gl_ca.paa"; // Icon displayed next to the name // Condition must return true in order for the loadout to be displayed in the menu. // Evaluated when the menu is opened. show = "side group _this == west"; // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "rhs_weap_m4_carryhandle_pmag", "RH_m9", "launch_I_Titan_short_F" }; magazines[] = { "RH_15Rnd_9x19_M9", "RH_15Rnd_9x19_M9", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Red", "HandGrenade", "HandGrenade", "SmokeShell", "SmokeShell", "Chemlight_green", "Chemlight_green", "Titan_AT", "Titan_AT", "SmokeShell", "SmokeShell", "SmokeShell", "SmokeShell" }; items[] = { "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_epinephrine", "ACE_epinephrine", "ACE_epinephrine", "ACE_epinephrine", "ACE_epinephrine", "ACE_EarPlugs" }; linkedItems[] = { "rhsusf_acc_nt4_black", "rhsusf_acc_anpeq15_light", "rhsusf_acc_eotech_552", "RH_m9qd", "RH_X300", "SA_PlateCarrier_Green2", "SA_Helmet_Green", "Rus_Shemag", "NVGoggles_INDEP", "ItemMap", "ItemGPS", "ItemCompass", "ItemWatch", "tf_anprc152_2" }; uniformClass = "SA_W_Uniform"; backpack = "SA_Backpack_Fast_Olive"; }; class SAEF_AT_M16 { displayName = "Anti-Tank (M16)"; // Name visible in the menu //icon = "\Images\gl_ca.paa"; // Icon displayed next to the name // Condition must return true in order for the loadout to be displayed in the menu. // Evaluated when the menu is opened. show = "side group _this == west"; // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "rhs_weap_m16a4_carryhandle_pmag", "RH_m9", "launch_I_Titan_short_F" }; magazines[] = { "RH_15Rnd_9x19_M9", "RH_15Rnd_9x19_M9", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Red", "HandGrenade", "HandGrenade", "SmokeShell", "SmokeShell", "Chemlight_green", "Chemlight_green", "Titan_AT", "Titan_AT", "SmokeShell", "SmokeShell", "SmokeShell", "SmokeShell" }; items[] = { "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_epinephrine", "ACE_epinephrine", "ACE_epinephrine", "ACE_epinephrine", "ACE_epinephrine", "ACE_EarPlugs" }; linkedItems[] = { "rhsusf_acc_nt4_black", "rhsusf_acc_anpeq15_light", "rhsusf_acc_eotech_552", "RH_m9qd", "RH_X300", "SA_PlateCarrier_Green2", "SA_Helmet_Green", "Rus_Shemag", "NVGoggles_INDEP", "ItemMap", "ItemGPS", "ItemCompass", "ItemWatch", "tf_anprc152_2" }; uniformClass = "SA_W_Uniform"; backpack = "SA_Backpack_Fast_Olive"; }; class SAEF_AT_L85 { displayName = "Anti-Tank (L85)"; // Name visible in the menu //icon = "\Images\gl_ca.paa"; // Icon displayed next to the name // Condition must return true in order for the loadout to be displayed in the menu. // Evaluated when the menu is opened. show = "side group _this == west"; // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "SMA_L85RISafg", "RH_m9", "launch_I_Titan_short_F" }; magazines[] = { "RH_15Rnd_9x19_M9", "RH_15Rnd_9x19_M9", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Red", "HandGrenade", "HandGrenade", "SmokeShell", "SmokeShell", "Chemlight_green", "Chemlight_green", "Titan_AT", "Titan_AT", "SmokeShell", "SmokeShell", "SmokeShell", "SmokeShell" }; items[] = { "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_epinephrine", "ACE_epinephrine", "ACE_epinephrine", "ACE_epinephrine", "ACE_epinephrine", "ACE_EarPlugs" }; linkedItems[] = { "SMA_supp2BOD_556", "rhsusf_acc_anpeq15_light", "rhsusf_acc_eotech_552", "RH_m9qd", "RH_X300", "SA_PlateCarrier_Green2", "SA_Helmet_Green", "Rus_Shemag", "NVGoggles_INDEP", "ItemMap", "ItemGPS", "ItemCompass", "ItemWatch", "tf_anprc152_2" }; uniformClass = "SA_W_Uniform"; backpack = "SA_Backpack_Fast_Olive"; }; class SAEF_Medic_M4 { displayName = "Medic (M4)"; // Name visible in the menu //icon = "\Images\gl_ca.paa"; // Icon displayed next to the name // Condition must return true in order for the loadout to be displayed in the menu. // Evaluated when the menu is opened. show = "side group _this == west"; // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "rhs_weap_m4_carryhandle_pmag", "RH_m9" }; magazines[] = { "SmokeShell", "SmokeShell", "RH_15Rnd_9x19_M9", "RH_15Rnd_9x19_M9", "RH_15Rnd_9x19_M9", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Red", "HandGrenade", "HandGrenade", "SmokeShell", "SmokeShell", "Chemlight_green", "Chemlight_green", "SmokeShell", "SmokeShell", "SmokeShell", "SmokeShell", "SmokeShell", "SmokeShell", "SmokeShell", "SmokeShell", "SmokeShell", "SmokeShell", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Red" }; items[] = { "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_epinephrine", "ACE_epinephrine", "ACE_epinephrine", "ACE_epinephrine", "ACE_epinephrine", "ACE_epinephrine", "ACE_epinephrine", "ACE_epinephrine", "ACE_epinephrine", "ACE_epinephrine", "ACE_EarPlugs" }; linkedItems[] = { "rhsusf_acc_nt4_black", "rhsusf_acc_anpeq15_light", "rhsusf_acc_compm4", "RH_m9qd", "RH_X300", "SA_PlateCarrier_Green2", "SA_Helmet_Green", "Rus_Shemag", "NVGoggles_INDEP", "ItemMap", "ItemGPS", "ItemCompass", "ItemWatch", "tf_anprc152_2" }; uniformClass = "SA_W_Uniform"; backpack = "SA_Backpack_Fast_Olive"; }; class SAEF_Medic_M16 { displayName = "Medic (M16)"; // Name visible in the menu //icon = "\Images\gl_ca.paa"; // Icon displayed next to the name // Condition must return true in order for the loadout to be displayed in the menu. // Evaluated when the menu is opened. show = "side group _this == west"; // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "rhs_weap_m16a4_carryhandle_pmag", "RH_m9" }; magazines[] = { "SmokeShell", "SmokeShell", "RH_15Rnd_9x19_M9", "RH_15Rnd_9x19_M9", "RH_15Rnd_9x19_M9", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Red", "HandGrenade", "HandGrenade", "SmokeShell", "SmokeShell", "Chemlight_green", "Chemlight_green", "SmokeShell", "SmokeShell", "SmokeShell", "SmokeShell", "SmokeShell", "SmokeShell", "SmokeShell", "SmokeShell", "SmokeShell", "SmokeShell", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Red" }; items[] = { "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_epinephrine", "ACE_epinephrine", "ACE_epinephrine", "ACE_epinephrine", "ACE_epinephrine", "ACE_epinephrine", "ACE_epinephrine", "ACE_epinephrine", "ACE_epinephrine", "ACE_epinephrine", "ACE_EarPlugs" }; linkedItems[] = { "rhsusf_acc_nt4_black", "rhsusf_acc_anpeq15_light", "rhsusf_acc_compm4", "RH_m9qd", "RH_X300", "SA_PlateCarrier_Green2", "SA_Helmet_Green", "Rus_Shemag", "NVGoggles_INDEP", "ItemMap", "ItemGPS", "ItemCompass", "ItemWatch", "tf_anprc152_2" }; uniformClass = "SA_W_Uniform"; backpack = "SA_Backpack_Fast_Olive"; }; class SAEF_Medic_L85 { displayName = "Medic (L85)"; // Name visible in the menu //icon = "\Images\gl_ca.paa"; // Icon displayed next to the name // Condition must return true in order for the loadout to be displayed in the menu. // Evaluated when the menu is opened. show = "side group _this == west"; // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "SMA_L85RISafg", "RH_m9" }; magazines[] = { "SmokeShell", "SmokeShell", "RH_15Rnd_9x19_M9", "RH_15Rnd_9x19_M9", "RH_15Rnd_9x19_M9", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Red", "HandGrenade", "HandGrenade", "SmokeShell", "SmokeShell", "Chemlight_green", "Chemlight_green", "SmokeShell", "SmokeShell", "SmokeShell", "SmokeShell", "SmokeShell", "SmokeShell", "SmokeShell", "SmokeShell", "SmokeShell", "SmokeShell", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Red" }; items[] = { "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_epinephrine", "ACE_epinephrine", "ACE_epinephrine", "ACE_epinephrine", "ACE_epinephrine", "ACE_epinephrine", "ACE_epinephrine", "ACE_epinephrine", "ACE_epinephrine", "ACE_epinephrine", "ACE_EarPlugs" }; linkedItems[] = { "SMA_supp2BOD_556", "rhsusf_acc_anpeq15_light", "rhsusf_acc_compm4", "RH_m9qd", "RH_X300", "SA_PlateCarrier_Green2", "SA_Helmet_Green", "Rus_Shemag", "NVGoggles_INDEP", "ItemMap", "ItemGPS", "ItemCompass", "ItemWatch", "tf_anprc152_2" }; uniformClass = "SA_W_Uniform"; backpack = "SA_Backpack_Fast_Olive"; }; class SAEF_LMG { displayName = "Autorifleman"; // Name visible in the menu //icon = "\Images\gl_ca.paa"; // Icon displayed next to the name // Condition must return true in order for the loadout to be displayed in the menu. // Evaluated when the menu is opened. show = "side group _this == west"; // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "rhs_weap_m249_pip_L", "RH_m9" }; magazines[] = { "RH_15Rnd_9x19_M9", "RH_15Rnd_9x19_M9", "rhs_200rnd_556x45_M_SAW", "HandGrenade", "HandGrenade", "SmokeShell", "SmokeShell", "Chemlight_green", "Chemlight_green" }; items[] = { "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_epinephrine", "ACE_epinephrine", "ACE_epinephrine", "ACE_epinephrine", "ACE_epinephrine", "ACE_EarPlugs" }; linkedItems[] = { "SMA_SFFL_BLK", "rhsusf_acc_eotech_552", "RH_m9qd", "RH_X300", "SA_PlateCarrier_Green1", "SA_Helmet_Green", "SA_Bandanna_Flag_Green", "NVGoggles_INDEP", "ItemMap", "ItemGPS", "ItemCompass", "ItemWatch", "tf_anprc152_2" }; uniformClass = "SA_W_Uniform"; }; class SAEF_Grenadier_M4 { displayName = "Grenadier (M4)"; // Name visible in the menu //icon = "\Images\gl_ca.paa"; // Icon displayed next to the name // Condition must return true in order for the loadout to be displayed in the menu. // Evaluated when the menu is opened. show = "side group _this == west"; // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "rhs_weap_m4_m320", "RH_m9", "ACE_Vector" }; magazines[] = { "RH_15Rnd_9x19_M9", "RH_15Rnd_9x19_M9", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Red", "rhs_mag_M441_HE", "rhs_mag_M441_HE", "rhs_mag_M441_HE", "rhs_mag_M441_HE", "rhs_mag_M441_HE", "HandGrenade", "HandGrenade", "SmokeShell", "SmokeShell", "Chemlight_green", "Chemlight_green" }; items[] = { "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_epinephrine", "ACE_epinephrine", "ACE_epinephrine", "ACE_epinephrine", "ACE_epinephrine", "ACE_EarPlugs" }; linkedItems[] = { "rhsusf_acc_nt4_black", "rhsusf_acc_anpeq15_light", "rhsusf_acc_compm4", "RH_m9qd", "RH_X300", "SA_PlateCarrier_Green1", "SA_Helmet_Green", "Rus_Shemag", "NVGoggles_INDEP", "ItemMap", "ItemGPS", "ItemCompass", "ItemWatch", "tf_anprc152_2" }; uniformClass = "SA_W_Uniform"; }; class SAEF_Grenadier_M16 { displayName = "Grenadier (M16)"; // Name visible in the menu //icon = "\Images\gl_ca.paa"; // Icon displayed next to the name // Condition must return true in order for the loadout to be displayed in the menu. // Evaluated when the menu is opened. show = "side group _this == west"; // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "rhs_weap_m16a4_carryhandle_M203", "RH_m9", "ACE_Vector" }; magazines[] = { "RH_15Rnd_9x19_M9", "RH_15Rnd_9x19_M9", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Red", "rhs_mag_M441_HE", "rhs_mag_M441_HE", "rhs_mag_M441_HE", "rhs_mag_M441_HE", "rhs_mag_M441_HE", "HandGrenade", "HandGrenade", "SmokeShell", "SmokeShell", "Chemlight_green", "Chemlight_green" }; items[] = { "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_epinephrine", "ACE_epinephrine", "ACE_epinephrine", "ACE_epinephrine", "ACE_epinephrine", "ACE_EarPlugs" }; linkedItems[] = { "rhsusf_acc_nt4_black", "rhsusf_acc_anpeq15_light", "rhsusf_acc_compm4", "RH_m9qd", "RH_X300", "SA_PlateCarrier_Green1", "SA_Helmet_Green", "Rus_Shemag", "NVGoggles_INDEP", "ItemMap", "ItemGPS", "ItemCompass", "ItemWatch", "tf_anprc152_2" }; uniformClass = "SA_W_Uniform"; }; class SAEF_Grenadier_L85 { displayName = "Grenadier (L85)"; // Name visible in the menu //icon = "\Images\gl_ca.paa"; // Icon displayed next to the name // Condition must return true in order for the loadout to be displayed in the menu. // Evaluated when the menu is opened. show = "side group _this == west"; // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "SMA_L85RISafg", "rhs_weap_M320", "ACE_Vector" }; magazines[] = { "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Red", "rhs_mag_M441_HE", "rhs_mag_M441_HE", "rhs_mag_M441_HE", "rhs_mag_M441_HE", "rhs_mag_M441_HE", "HandGrenade", "HandGrenade", "SmokeShell", "SmokeShell", "Chemlight_green", "Chemlight_green" }; items[] = { "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_epinephrine", "ACE_epinephrine", "ACE_epinephrine", "ACE_epinephrine", "ACE_epinephrine", "ACE_EarPlugs" }; linkedItems[] = { "SMA_supp2BOD_556", "rhsusf_acc_anpeq15_light", "rhsusf_acc_compm4", "SA_PlateCarrier_Green1", "SA_Helmet_Green", "Rus_Shemag", "NVGoggles_INDEP", "ItemMap", "ItemGPS", "ItemCompass", "ItemWatch", "tf_anprc152_2" }; uniformClass = "SA_W_Uniform"; }; class SAEF_Engineer_M4 { displayName = "Engineer (M4)"; // Name visible in the menu //icon = "\Images\gl_ca.paa"; // Icon displayed next to the name // Condition must return true in order for the loadout to be displayed in the menu. // Evaluated when the menu is opened. show = "side group _this == west"; // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "rhs_weap_m4_carryhandle_pmag", "RH_m9" }; magazines[] = { "RH_15Rnd_9x19_M9", "RH_15Rnd_9x19_M9", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Red", "HandGrenade", "HandGrenade", "SmokeShell", "SmokeShell", "Chemlight_green", "Chemlight_green", "DemoCharge_Remote_Mag", "DemoCharge_Remote_Mag", "DemoCharge_Remote_Mag", "DemoCharge_Remote_Mag", "DemoCharge_Remote_Mag", "DemoCharge_Remote_Mag" }; items[] = { "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_epinephrine", "ACE_epinephrine", "ACE_epinephrine", "ACE_epinephrine", "ACE_epinephrine", "ToolKit", "ACE_wirecutter", "ACE_Clacker", "ACE_DefusalKit", "ACE_CableTie", "ACE_CableTie", "ACE_CableTie", "ACE_CableTie", "MineDetector", "ACE_EarPlugs" }; linkedItems[] = { "rhsusf_acc_nt4_black", "rhsusf_acc_anpeq15_light", "rhsusf_acc_eotech_552", "RH_m9qd", "RH_X300", "SA_PlateCarrier_Green2", "SA_Helmet_Green", "SA_Bandanna_Flag_Green", "NVGoggles_INDEP", "ItemMap", "ItemGPS", "ItemCompass", "ItemWatch", "tf_anprc152_2" }; uniformClass = "SA_W_Uniform"; backpack = "B_Carryall_oli"; }; class SAEF_Engineer_M16 { displayName = "Engineer (M16)"; // Name visible in the menu //icon = "\Images\gl_ca.paa"; // Icon displayed next to the name // Condition must return true in order for the loadout to be displayed in the menu. // Evaluated when the menu is opened. show = "side group _this == west"; // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "rhs_weap_m16a4_carryhandle_pmag", "RH_m9" }; magazines[] = { "RH_15Rnd_9x19_M9", "RH_15Rnd_9x19_M9", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Red", "HandGrenade", "HandGrenade", "SmokeShell", "SmokeShell", "Chemlight_green", "Chemlight_green", "DemoCharge_Remote_Mag", "DemoCharge_Remote_Mag", "DemoCharge_Remote_Mag", "DemoCharge_Remote_Mag", "DemoCharge_Remote_Mag", "DemoCharge_Remote_Mag" }; items[] = { "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_epinephrine", "ACE_epinephrine", "ACE_epinephrine", "ACE_epinephrine", "ACE_epinephrine", "ToolKit", "ACE_wirecutter", "ACE_Clacker", "ACE_DefusalKit", "ACE_CableTie", "ACE_CableTie", "ACE_CableTie", "ACE_CableTie", "MineDetector", "ACE_EarPlugs" }; linkedItems[] = { "rhsusf_acc_nt4_black", "rhsusf_acc_anpeq15_light", "rhsusf_acc_eotech_552", "RH_m9qd", "RH_X300", "SA_PlateCarrier_Green2", "SA_Helmet_Green", "SA_Bandanna_Flag_Green", "NVGoggles_INDEP", "ItemMap", "ItemGPS", "ItemCompass", "ItemWatch", "tf_anprc152_2" }; uniformClass = "SA_W_Uniform"; backpack = "B_Carryall_oli"; }; class SAEF_Engineer_L85 { displayName = "Engineer (L85)"; // Name visible in the menu //icon = "\Images\gl_ca.paa"; // Icon displayed next to the name // Condition must return true in order for the loadout to be displayed in the menu. // Evaluated when the menu is opened. show = "side group _this == west"; // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "SMA_L85RISafg", "RH_m9" }; magazines[] = { "RH_15Rnd_9x19_M9", "RH_15Rnd_9x19_M9", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Red", "HandGrenade", "HandGrenade", "SmokeShell", "SmokeShell", "Chemlight_green", "Chemlight_green", "DemoCharge_Remote_Mag", "DemoCharge_Remote_Mag", "DemoCharge_Remote_Mag", "DemoCharge_Remote_Mag", "DemoCharge_Remote_Mag", "DemoCharge_Remote_Mag" }; items[] = { "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_epinephrine", "ACE_epinephrine", "ACE_epinephrine", "ACE_epinephrine", "ACE_epinephrine", "ToolKit", "ACE_wirecutter", "ACE_Clacker", "ACE_DefusalKit", "ACE_CableTie", "ACE_CableTie", "ACE_CableTie", "ACE_CableTie", "MineDetector", "ACE_EarPlugs" }; linkedItems[] = { "SMA_supp2BOD_556", "rhsusf_acc_anpeq15_light", "rhsusf_acc_eotech_552", "RH_m9qd", "RH_X300", "SA_PlateCarrier_Green2", "SA_Helmet_Green", "SA_Bandanna_Flag_Green", "NVGoggles_INDEP", "ItemMap", "ItemGPS", "ItemCompass", "ItemWatch", "tf_anprc152_2" }; uniformClass = "SA_W_Uniform"; backpack = "B_Carryall_oli"; }; class SAEF_AmmoBearer_M4 { displayName = "Ammo Bearer (M4)"; // Name visible in the menu //icon = "\Images\gl_ca.paa"; // Icon displayed next to the name // Condition must return true in order for the loadout to be displayed in the menu. // Evaluated when the menu is opened. show = "side group _this == west"; // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "rhs_weap_m4_carryhandle_pmag", "RH_m9" }; magazines[] = { "RH_15Rnd_9x19_M9", "RH_15Rnd_9x19_M9", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Red", "HandGrenade", "HandGrenade", "SmokeShell", "SmokeShell", "Chemlight_green", "Chemlight_green", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Red", "HandGrenade", "HandGrenade", "rhs_200rnd_556x45_M_SAW", "rhs_200rnd_556x45_M_SAW" }; items[] = { "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_epinephrine", "ACE_epinephrine", "ACE_epinephrine", "ACE_epinephrine", "ACE_epinephrine", "ACE_EarPlugs" }; linkedItems[] = { "rhsusf_acc_nt4_black", "rhsusf_acc_anpeq15_light", "rhsusf_acc_compm4", "RH_m9qd", "RH_X300", "SA_PlateCarrier_Green2", "SA_Helmet_Green", "Rus_Shemag", "NVGoggles_INDEP", "ItemMap", "ItemGPS", "ItemCompass", "ItemWatch", "tf_anprc152_2" }; uniformClass = "SA_W_Uniform"; backpack = "B_Carryall_oli"; }; class SAEF_AmmoBearer_M16 { displayName = "Ammo Bearer (M16)"; // Name visible in the menu //icon = "\Images\gl_ca.paa"; // Icon displayed next to the name // Condition must return true in order for the loadout to be displayed in the menu. // Evaluated when the menu is opened. show = "side group _this == west"; // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "rhs_weap_m16a4_carryhandle_pmag", "RH_m9" }; magazines[] = { "RH_15Rnd_9x19_M9", "RH_15Rnd_9x19_M9", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Red", "HandGrenade", "HandGrenade", "SmokeShell", "SmokeShell", "Chemlight_green", "Chemlight_green", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Red", "HandGrenade", "HandGrenade", "rhs_200rnd_556x45_M_SAW", "rhs_200rnd_556x45_M_SAW" }; items[] = { "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_epinephrine", "ACE_epinephrine", "ACE_epinephrine", "ACE_epinephrine", "ACE_epinephrine", "ACE_EarPlugs" }; linkedItems[] = { "rhsusf_acc_nt4_black", "rhsusf_acc_anpeq15_light", "rhsusf_acc_compm4", "RH_m9qd", "RH_X300", "SA_PlateCarrier_Green2", "SA_Helmet_Green", "Rus_Shemag", "NVGoggles_INDEP", "ItemMap", "ItemGPS", "ItemCompass", "ItemWatch", "tf_anprc152_2" }; uniformClass = "SA_W_Uniform"; backpack = "B_Carryall_oli"; }; class SAEF_AmmoBearer_L85 { displayName = "Ammo Bearer (L85)"; // Name visible in the menu //icon = "\Images\gl_ca.paa"; // Icon displayed next to the name // Condition must return true in order for the loadout to be displayed in the menu. // Evaluated when the menu is opened. show = "side group _this == west"; // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "SMA_L85RISafg", "RH_m9" }; magazines[] = { "RH_15Rnd_9x19_M9", "RH_15Rnd_9x19_M9", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Red", "HandGrenade", "HandGrenade", "SmokeShell", "SmokeShell", "Chemlight_green", "Chemlight_green", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Red", "HandGrenade", "HandGrenade", "rhs_200rnd_556x45_M_SAW", "rhs_200rnd_556x45_M_SAW" }; items[] = { "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_epinephrine", "ACE_epinephrine", "ACE_epinephrine", "ACE_epinephrine", "ACE_epinephrine", "ACE_EarPlugs" }; linkedItems[] = { "SMA_supp2BOD_556", "rhsusf_acc_anpeq15_light", "rhsusf_acc_compm4", "RH_m9qd", "RH_X300", "SA_PlateCarrier_Green2", "SA_Helmet_Green", "Rus_Shemag", "NVGoggles_INDEP", "ItemMap", "ItemGPS", "ItemCompass", "ItemWatch", "tf_anprc152_2" }; uniformClass = "SA_W_Uniform"; backpack = "B_Carryall_oli"; }; class SAEF_Marksman { displayName = "Marksman"; // Name visible in the menu //icon = "\Images\gl_ca.paa"; // Icon displayed next to the name // Condition must return true in order for the loadout to be displayed in the menu. // Evaluated when the menu is opened. show = "side group _this == west"; // Loadout definition, uses same entries as CfgVehicles classes weapons[] = { "rhs_weap_XM2010", "RH_m9" }; magazines[] = { "RH_15Rnd_9x19_M9", "RH_15Rnd_9x19_M9", "rhsusf_5Rnd_300winmag_xm2010", "rhsusf_5Rnd_300winmag_xm2010", "rhsusf_5Rnd_300winmag_xm2010", "rhsusf_5Rnd_300winmag_xm2010", "rhsusf_5Rnd_300winmag_xm2010", "HandGrenade", "HandGrenade", "SmokeShell", "SmokeShell", "Chemlight_green", "Chemlight_green", "rhsusf_5Rnd_300winmag_xm2010", "rhsusf_5Rnd_300winmag_xm2010", "rhsusf_5Rnd_300winmag_xm2010", "rhsusf_5Rnd_300winmag_xm2010", "rhsusf_5Rnd_300winmag_xm2010", "rhsusf_5Rnd_300winmag_xm2010", "rhsusf_5Rnd_300winmag_xm2010", "rhsusf_5Rnd_300winmag_xm2010", "RH_15Rnd_9x19_M9", "RH_15Rnd_9x19_M9", "RH_15Rnd_9x19_M9", "HandGrenade", "HandGrenade", "SmokeShell", "SmokeShell" }; items[] = { "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_fieldDressing", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_morphine", "ACE_epinephrine", "ACE_epinephrine", "ACE_epinephrine", "ACE_epinephrine", "ACE_epinephrine", "ACE_EarPlugs" }; linkedItems[] = { "rhsusf_acc_M2010S", "rhsusf_acc_anpeq15side", "optic_NVS", "RH_m9qd", "RH_X300", "SA_PlateCarrier_Green2", "SA_Beanie_blk", "SA_Bandanna_Flag_Green", "NVGoggles_INDEP", "ItemMap", "ItemGPS", "ItemCompass", "ItemWatch", "tf_anprc152_2" }; uniformClass = "SA_W_Uniform_S"; backpack = "SA_Backpack_Olive"; }; }; At this point in time we have just commented out the "PlayerLoadouts.sqf" execution in the "initPlayerLocal.sqf", but this is a temporary solution as we would like to start using the Loadout Selection menu again soon. Any and all help would be appreciated. If any more information is required I would be happy to supply it. Thanks in Advance, Squirrel.
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