iceman77 18 Posted November 8, 2013 I'm not sure tbh. It looks like you're using addons too. Have you tried your way without any addons? On another note, I haven't messed with cfgFunctions to store functions. Share this post Link to post Share on other sites
HaZZarD 2 Posted November 8, 2013 I'm not sure tbh. It looks like you're using addons too. Have you tried your way without any addons? On another note, I haven't messed with cfgFunctions to store functions. I have not tried yet without add ons , the strange thing is that in the editor all work fine and I have backpacks and vests filled . The issue happen random in MP , some soldiers get stuff in vest others not and then second time you try the mission happen the contrary . I'll try some of your suggestions and report back If I find a solution Share this post Link to post Share on other sites
spectrobr 10 Posted November 9, 2013 They loose their stuf if some other player joins or respawns. Share this post Link to post Share on other sites
HaZZarD 2 Posted November 9, 2013 They loose their stuf if some other player joins or respawns. yeah now that I retried I see that when I play in MP alone all is ok . Just when my friends join I have this problem of items and weapons disappearing from backpack and vest well .. do you know how to counter this issue ? : ) should we wait for official fix ? Share this post Link to post Share on other sites
spectrobr 10 Posted November 9, 2013 I didn't find any solution. I currently using the init commands. I tried to remove alle the "removeweapon..." But it didn't help. Only solution i can think of is create new units wich have the wished gear as default so you don't have to use init commands at all. Unfortunately i dont know how to do that. Share this post Link to post Share on other sites
Arctor 1 Posted November 9, 2013 We had similar issues on F3. The guys on there came up with a temporary fix that worked for us. Check out Pabstmirror for a temporary fix that might work for you too: http://forums.bistudio.com/showthread.php?149231-F3-Mission-Development-Framework-%28F2-for-ArmA-3%29/page10 Share this post Link to post Share on other sites
spectrobr 10 Posted November 9, 2013 I will look into it tomorrow. I will go to sleep now. Thanks anyway arctor Share this post Link to post Share on other sites
progamer 14 Posted November 9, 2013 A problem is addUniform is not a global command: http://feedback.arma3.com/view.php?id=15298 addHeadgear => Global addVest => Global addBackpack => Global removeHeadgear => Global removeVest => Global removeBackpack => Global removeUniform => Global addUniform => local And oddly enough: addBackpack => Local removeBackpack => Local Last edited by ProGamer; Today at 00:49. Share this post Link to post Share on other sites
spectrobr 10 Posted November 9, 2013 Yeah but most of the stuff that is in the vest and backpack dissapears also. Except medkits Share this post Link to post Share on other sites
Von Quest 1163 Posted November 9, 2013 Also noticed another bug/issue with this now. When custom setup for AI, it breaks them (depending on outfit) and they do crazy stuff. For example: One guy broke out of his waypoints with custom uniform and took off running down the road. Zioks! Share this post Link to post Share on other sites
HaZZarD 2 Posted November 9, 2013 (edited) well now I feel very confused lol I just hope I have not wasted all that time making 15 custom soldiers from scratch :S making custom soldiers in Arma was already a pain but look like now is even worst between I think the problem is not only about uniform being local , I have stuff disappearing from vest and backpacks as soon as my friend join the game , items and ammunitions remain only in the uniform and in radio , gps , map slots Edited November 9, 2013 by HaZZarD Share this post Link to post Share on other sites
iceman77 18 Posted November 9, 2013 (edited) Now it's "the uniforms make the ai do crazy stuff". :popcornsmilie: Sorry to sound snide, but it did literally make me chuckle. Edited November 9, 2013 by Iceman77 Share this post Link to post Share on other sites
spectrobr 10 Posted November 9, 2013 Is there any tutorial out there how to create new unit, with custom gear? Or better a tool? Share this post Link to post Share on other sites
2rgt oberst 14 Posted November 10, 2013 For weeks now I try and try again from after the Ptach, but I can not find a solution. on 'hint slot launch the command: " nul = [this] execVM "" equip \ mitragliere.sqf ""; this AddEventHandler ["" respawn "", "" _this execVM 'equip \ mitragliere.sqf' ""]; this is my file: // 2RGT OBERST per ARMA3 //// Personaggio MITRAGLIERE// if (isServer) then { waitUntil {!isNull _unit}; }; _unit = _this select 0; // Remove original equipment removeAllWeapons _unit; removeUniform _unit; removeHeadgear _unit; removeVest _unit; removeBackpack _unit; removeallassigneditems _unit; // Aggiunta giberna tattica, mimetica e backpack _unit addVest "V_PlateCarrier1_PMC_rgr"; _unit addUniform "U_PMC_CombatUniformLS_IndPBSBB"; _unit addHeadgear "H_mas_it_Woolhat"; _unit addbackpack "B_Carryall_oli"; // configurazione arma primaria _unit addMagazines ["200Rnd_65x39_cased_Box", 5]; _unit addMagazines ["200Rnd_65x39_cased_Box_Tracer", 2]; _unit addWeapon "LMG_Mk200_MRCO_F"; _unit addPrimaryWeaponItem "acc_flashlight"; _unit addPrimaryWeaponItem "optic_Arco"; //_unit addPrimaryWeaponItem "muzzle_snds_M"; // configurazione arma secondaria _unit addMagazines ["9Rnd_45ACP_Mag", 2]; _unit addWeapon "hgun_ACPC2_snds_F"; // equipaggiamento soldato _unit addMagazines ["handgrenade", 4]; _unit addMagazines ["smokeshell", 2]; //_unit addMagazines ["SmokeShellGreen", 1]; //_unit addMagazines ["SmokeShellBlue", 2]; //_unit addItem "nvgoggles"; _unit addItem "ItemCompass"; _unit addItem "itemgps"; _unit addItem "itemmap"; //_unit addItem "ACRE_PRC148"; _unit addItem "ACRE_PRC343"; _unit addItem "itemwatch"; _unit addWeapon "Rangefinder"; _unit addGoggles "G_Tactical_Black"; //_unit assignitem "nvgoggles"; _unit assignitem "itemcompass"; _unit assignitem "itemgps"; _unit assignitem "itemmap"; _unit assignitem "ACRE_PRC343"; _unit assignitem "itemwatch"; // oggetti nel backpack (unitBackpack _unit) additemCargo ["FirstAidKit",10]; (unitBackpack _unit) addmagazineCargo ["200Rnd_65x39_cased_Box", 6]; if(true) exitWith{}; it has always worked before the patch and now I'm in my underwear when I play in MP :( ---------- Post added at 18:49 ---------- Previous post was at 17:34 ---------- tonight I try this solution as suggested Iceman77: Grenadier = { _unit = _this select 0; removeAllWeapons _unit; removeHeadgear _unit; removeVest _unit; removeUniform _unit; removeBackPack _unit; _unit addHeadgear "H_Cap_tan_pmc"; _unit addUniform "U_PMC_BrnPolo_BgPants"; _unit addVest "V_PlateCarrier1_PMC_blk"; _unit addBackPack "B_mas_Kitbag_black"; _unit addWeapon "rangefinder"; _unit addItem "optic_holosight"; _unit addWeapon "itemGps"; (unitBackpack _unit) addMagazineCargo ["handgrenade",5]; (unitBackpack _unit) addMagazineCargo ["1Rnd_HE_Grenade_shell",10]; (unitBackpack _unit) addMagazineCargo ["1Rnd_SmokeOrange_Grenade_shell",2]; (unitBackpack _unit) addMagazineCargo ["30Rnd_65x39_caseless_mag",5]; (unitBackpack _unit) additemCargo ["FirstAidKit",6]; [_unit, "arifle_MX_GL_blk_ACO_F" ,10 ,"30Rnd_65x39_caseless_mag"] call BIS_fnc_addWeapon; [_unit, "hgun_pistol_heavy_01_F" ,3 ,"11Rnd_45ACP_Mag"] call BIS_fnc_addWeapon; _unit addPrimaryWeaponItem "optic_Aco"; _unit addPrimaryWeaponItem "acc_flashlight"; }; Marksman = { _unit = _this select 0; removeAllWeapons _unit; removeHeadgear _unit; removeVest _unit; removeUniform _unit; removeBackPack _unit; _unit addHeadgear "H_Booniehat_rgr"; _unit addUniform "U_PMC_CombatUniformLS_GSSPBB"; _unit addVest "V_PlateCarrier1_PMC_rgr"; _unit addBackPack "B_AssaultPack_rgr"; _unit addWeapon "rangefinder"; _unit addWeapon "itemGps"; _unit addItem "ACRE_PRC119"; _unit addItem "ACRE_PRC343"; _unit assignitem "ACRE_PRC343"; (unitBackpack _unit) additemCargo ["FirstAidKit",10]; (unitBackpack _unit) addmagazineCargo ["handgrenade", 3]; (unitBackpack _unit) addmagazineCargo ["7Rnd_408_Mag", 5]; [_unit, "srifle_LRR_F" ,10 ,"7Rnd_408_Mag"] call BIS_fnc_addWeapon; [_unit, "hgun_pistol_heavy_01_F" ,3 ,"11Rnd_45ACP_Mag"] call BIS_fnc_addWeapon; _unit addPrimaryWeaponItem "optic_SOS"; _unit addPrimaryWeaponItem "acc_flashlight"; }; LMG = { _unit = _this select 0; removeAllWeapons _unit; removeHeadgear _unit; removeVest _unit; removeUniform _unit; removeBackPack _unit; _unit addHeadgear "H_mas_it_Woolhat"; _unit addUniform "U_PMC_CombatUniformLS_IndPBSBB"; _unit addVest "V_PlateCarrier1_PMC_rgr"; _unit addbackpack "B_Carryall_oli"; _unit addWeapon "rangefinder"; _unit addWeapon "itemGps"; (unitBackpack _unit) additemCargo ["FirstAidKit",10]; (unitBackpack _unit) addmagazineCargo ["200Rnd_65x39_cased_Box", 6]; [_unit, "LMG_Mk200_MRCO_F" ,7 ,"200Rnd_65x39_cased_Box"] call BIS_fnc_addWeapon; [_unit, "hgun_pistol_heavy_01_F" ,3 ,"11Rnd_45ACP_Mag"] call BIS_fnc_addWeapon; _unit addPrimaryWeaponItem "acc_flashlight"; _unit addPrimaryWeaponItem "optic_Arco"; }; Demolitore = { _unit = _this select 0; removeAllWeapons _unit; removeHeadgear _unit; removeVest _unit; removeUniform _unit; removeBackPack _unit; _unit addHeadgear "H_Cap_khaki_specops_UK"; _unit addUniform "U_PMC_CombatUniformLS_BSGPBB"; _unit addVest "V_PlateCarrier1_PMC_blk"; _unit addbackpack "B_Carryall_oli"; _unit addWeapon "rangefinder"; _unit addWeapon "itemGps"; (unitBackpack _unit) additemCargo ["FirstAidKit",10]; (unitBackpack _unit) addMagazineCargo ["SatchelCharge_Remote_Mag",2]; (unitBackpack _unit) addMagazineCargo ["ClaymoreDirectionalMine_Remote_Mag",2]; [_unit, "arifle_MX_MRCO_blk_F" ,8 ,"30Rnd_65x39_caseless_mag"] call BIS_fnc_addWeapon; [_unit, "hgun_pistol_heavy_01_F" ,3 ,"11Rnd_45ACP_Mag"] call BIS_fnc_addWeapon; _unit addPrimaryWeaponItem "acc_flashlight"; _unit addPrimaryWeaponItem "optic_Aco"; }; Fuciliere = { _unit = _this select 0; removeAllWeapons _unit; removeHeadgear _unit; removeVest _unit; removeUniform _unit; removeBackPack _unit; _unit addHeadgear "H_Cap_tan_pmc"; _unit addUniform "U_PMC_BrnPolo_BluPants"; _unit addVest "V_PlateCarrier1_PMC_khki"; _unit addbackpack "B_mas_Kitbag_rng"; _unit addWeapon "rangefinder"; _unit addWeapon "itemGps"; (unitBackpack _unit) additemCargo ["FirstAidKit",10]; (unitBackpack _unit) addmagazineCargo ["SatchelCharge_Remote_Mag", 1]; (unitBackpack _unit) addmagazineCargo ["handgrenade", 3]; (unitBackpack _unit) addmagazineCargo ["30Rnd_556x45_Stanag", 5]; (unitBackpack _unit) addmagazineCargo ["30Rnd_556x45_Stanag_Tracer_Red", 3]; [_unit, "arifle_Mk20_F" ,8 ,"30Rnd_556x45_Stanag"] call BIS_fnc_addWeapon; [_unit, "hgun_pistol_heavy_01_F" ,3 ,"11Rnd_45ACP_Mag"] call BIS_fnc_addWeapon; _unit addPrimaryWeaponItem "acc_flashlight"; _unit addPrimaryWeaponItem "optic_Aco"; }; Medico = { _unit = _this select 0; removeAllWeapons _unit; removeHeadgear _unit; removeVest _unit; removeUniform _unit; removeBackPack _unit; _unit addHeadgear "H_Cap_pmc_headphones"; _unit addUniform "U_PMC_BlkTShirt_DJeans"; _unit addVest "V_PlateCarrier1_PMC_marpat"; _unit addbackpack "B_Carryall_mcamo"; _unit addWeapon "rangefinder"; _unit addWeapon "itemGps"; (unitBackpack _unit) additemCargo ["FirstAidKit",10]; (unitBackpack _unit) additemCargo ["Medikit", 2]; (unitBackpack _unit) addmagazineCargo ["30Rnd_65x39_caseless_mag", 4]; (unitBackpack _unit) addmagazineCargo ["30Rnd_65x39_caseless_mag_Tracer", 3]; [_unit, "arifle_MX_MRCO_blk_F" ,7 ,"30Rnd_65x39_caseless_mag"] call BIS_fnc_addWeapon; [_unit, "hgun_pistol_heavy_01_F" ,3 ,"11Rnd_45ACP_Mag"] call BIS_fnc_addWeapon; _unit addPrimaryWeaponItem "acc_flashlight"; _unit addPrimaryWeaponItem "optic_Aco"; }; Spotter = { _unit = _this select 0; removeAllWeapons _unit; removeHeadgear _unit; removeVest _unit; removeUniform _unit; removeBackPack _unit; _unit addHeadgear "H_mas_it_Cap_headphones_v"; _unit addUniform "U_PMC_CombatUniformRS_IndPBSBB"; _unit addVest "V_PlateCarrier1_PMC_rgr"; _unit addbackpack "B_Carryall_oli"; _unit addWeapon "rangefinder"; _unit addWeapon "itemGps"; _unit addItem "ACRE_PRC119"; _unit addItem "ACRE_PRC343"; _unit assignitem "ACRE_PRC119"; (unitBackpack _unit) additemCargo ["FirstAidKit",10]; (unitBackpack _unit) additemCargo ["Medikit", 2]; (unitBackpack _unit) addmagazineCargo ["30Rnd_556x45_Stanag", 4]; (unitBackpack _unit) addmagazineCargo ["30Rnd_556x45_Stanag_Tracer_Red", 3]; [_unit, "arifle_Mk20_GL_F" ,7 ,"30Rnd_556x45_Stanag"] call BIS_fnc_addWeapon; [_unit, "hgun_pistol_heavy_01_F" ,3 ,"11Rnd_45ACP_Mag"] call BIS_fnc_addWeapon; _unit addPrimaryWeaponItem "acc_flashlight"; _unit addPrimaryWeaponItem "optic_Arco"; }; TL = { _unit = _this select 0; removeAllWeapons _unit; removeHeadgear _unit; removeVest _unit; removeUniform _unit; removeBackPack _unit; _unit addHeadgear "H_Cap_pmc"; _unit addUniform "U_PMC_CombatUniformLS_SSBPBB"; _unit addVest "V_PlateCarrier1_PMC_khki"; _unit addbackpack "B_AssaultPack_blk"; _unit addWeapon "rangefinder"; _unit addWeapon "itemGps"; _unit addItem "ACRE_PRC119"; _unit addItem "ACRE_PRC343"; _unit assignitem "ACRE_PRC119"; (unitBackpack _unit) additemCargo ["FirstAidKit",10]; (unitBackpack _unit) addmagazineCargo ["handgrenade", 2]; (unitBackpack _unit) addmagazineCargo ["30Rnd_65x39_caseless_mag", 7]; [_unit, "arifle_MX_MRCO_blk_F" ,7 ,"30Rnd_65x39_caseless_mag"] call BIS_fnc_addWeapon; [_unit, "hgun_pistol_heavy_01_F" ,3 ,"11Rnd_45ACP_Mag"] call BIS_fnc_addWeapon; _unit addPrimaryWeaponItem "acc_flashlight"; _unit addPrimaryWeaponItem "optic_Aco"; }; Share this post Link to post Share on other sites
iceman77 18 Posted November 10, 2013 (edited) tonight I try this solution as suggested Iceman77: I also don't run the functions from the units init lines. I call compile preprocess the file on the client and then call one of the loadout functions, passing the player to the function. Not sure if that's the best way!! But I've absolutely no problems so far. If (!IsDedicated) Then { waitUntil { !IsNull Player }; if (local player) then { waitUntil { time > 1 }; switch (faction player) do { case "BLU_F":{[] call compile preprocessFile "digitalLoadout\LoadoutsBlu.sqf";}; case "BLU_G_F":{[] call compile preprocessFile "digitalLoadout\LoadoutsFia.sqf";}; case "IND_F":{[] call compile preprocessFile "digitalLoadout\LoadoutsInd.sqf";}; case "OPF_F":{[] call compile preprocessFile "digitalLoadout\LoadoutsOpf.sqf";}; }; [player] call TAG_FNC_Rifleman; // then call a loadout now, for example }; }; loadoutsBlu.sqf TAG_FNC_Rifleman = { _unit = _this select 0; removeAllWeapons _unit; removeHeadgear _unit; removeVest _unit; removeUniform _unit; removeBackPack _unit; _unit addHeadgear "H_HelmetB"; _unit addUniform "U_B_CombatUniform_mcam"; _unit addVest "V_PlateCarrier1_rgr"; _Unit addBackPack "B_AssaultPack_blk"; _unit addWeapon "rangefinder"; _unit addWeapon "itemGps"; (unitBackpack _unit) addMagazineCargo ["smokeshell",1]; (unitBackpack _unit) addMagazineCargo ["HandGrenade",3]; (unitBackpack _unit) addMagazineCargo ["Chemlight_blue",5]; (unitBackpack _unit) addMagazineCargo ["Chemlight_Green",5]; (unitBackpack _unit) addMagazineCargo ["Chemlight_Yellow",5]; [_unit, "arifle_MX_F" ,10 ,"30Rnd_65x39_caseless_mag"] call BIS_fnc_addWeapon; [_unit, "hgun_pistol_heavy_01_F" ,6 ,"11Rnd_45ACP_Mag"] call BIS_fnc_addWeapon; _unit addPrimaryWeaponItem "optic_Aco"; _unit addPrimaryWeaponItem "acc_pointer_IR"; }; TAG_FNC_Grenadier = { _unit = _this select 0; removeAllWeapons _unit; removeHeadgear _unit; removeVest _unit; removeUniform _unit; removeBackPack _unit; _unit addHeadgear "H_HelmetB"; _unit addUniform "U_B_CombatUniform_mcam"; _unit addVest "V_PlateCarrier1_rgr"; _Unit addBackPack "B_AssaultPack_blk"; _unit addWeapon "rangefinder"; _unit addItem "optic_holosight"; _unit addWeapon "itemGps"; (unitBackpack _unit) addMagazineCargo ["smokeshell",1]; (unitBackpack _unit) addMagazineCargo ["1Rnd_HE_Grenade_shell",10]; (unitBackpack _unit) addMagazineCargo ["Chemlight_blue",5]; (unitBackpack _unit) addMagazineCargo ["Chemlight_Green",5]; (unitBackpack _unit) addMagazineCargo ["Chemlight_Yellow",5]; [_unit, "arifle_MX_GL_F" ,10 ,"30Rnd_65x39_caseless_mag"] call BIS_fnc_addWeapon; [_unit, "hgun_pistol_heavy_01_F" ,6 ,"11Rnd_45ACP_Mag"] call BIS_fnc_addWeapon; _unit addPrimaryWeaponItem "optic_Aco"; _unit addPrimaryWeaponItem "acc_pointer_IR"; }; TAG_FNC_Engineer = { _unit = _this select 0; removeAllWeapons _unit; removeHeadgear _unit; removeVest _unit; removeUniform _unit; removeBackPack _unit; _unit addHeadgear "H_HelmetB_paint"; _unit addUniform "U_B_CombatUniform_mcam_vest"; _unit addVest "V_Chestrig_rgr"; _Unit addBackPack "B_Kitbag_mcamo_Eng"; clearAllItemsFromBackpack _unit; _unit addWeapon "itemGps"; (unitBackpack _unit) addMagazineCargo ["ATMine_Range_Mag",1]; (unitBackpack _unit) addMagazineCargo ["SLAMDirectionalMine_Wire_Mag",1]; (unitBackpack _unit) addMagazineCargo ["APERSMine_Range_Mag",1]; (unitBackpack _unit) addMagazineCargo ["APERSBoundingMine_Range_Mag",1]; (unitBackpack _unit) addMagazineCargo ["Chemlight_blue",5]; (unitBackpack _unit) addMagazineCargo ["Chemlight_Green",5]; (unitBackpack _unit) addMagazineCargo ["Chemlight_Yellow",5]; _unit addWeapon "rangefinder"; _unit addMagazine "smokeshell"; [_unit, "arifle_MXC_F" ,7 ,"30Rnd_65x39_caseless_mag"] call BIS_fnc_addWeapon; [_unit, "hgun_pistol_heavy_01_F" ,6 ,"11Rnd_45ACP_Mag"] call BIS_fnc_addWeapon; _unit addPrimaryWeaponItem "optic_Aco"; _unit addPrimaryWeaponItem "acc_pointer_IR"; }; TAG_FNC_AutoRifleman = { _unit = _this select 0; removeAllWeapons _unit; removeHeadgear _unit; removeVest _unit; removeUniform _unit; removeBackPack _unit; _unit addHeadgear "H_HelmetB_paint"; _unit addUniform "U_B_CombatUniform_mcam"; _unit addVest "V_PlateCarrier1_rgr"; _Unit addbackpack "B_AssaultPack_mcamo_Ammo"; clearAllItemsFromBackpack _unit; _unit addWeapon "rangefinder"; _unit addWeapon "itemGps"; (unitBackpack _unit) addMagazineCargo ["smokeshell",1]; (unitBackpack _unit) addMagazineCargo ["Chemlight_blue",5]; (unitBackpack _unit) addMagazineCargo ["Chemlight_Green",5]; (unitBackpack _unit) addMagazineCargo ["Chemlight_Yellow",5]; [_unit, "arifle_MX_SW_Pointer_F" ,8 ,"100Rnd_65x39_caseless_mag"] call BIS_fnc_addWeapon; [_unit, "hgun_pistol_heavy_01_F" ,6 ,"11Rnd_45ACP_Mag"] call BIS_fnc_addWeapon; _unit addPrimaryWeaponItem "optic_holosight"; }; TAG_FNC_AT_Light = { _unit = _this select 0; removeAllWeapons _unit; removeHeadgear _unit; removeVest _unit; removeUniform _unit; removeBackPack _unit; _unit addHeadgear "H_HelmetB_light"; _unit addUniform "U_B_CombatUniform_mcam"; _unit addVest "V_PlateCarrier2_rgr"; _Unit addBackPack "B_AssaultPack_rgr_LAT"; _unit addWeapon "rangefinder"; _unit addWeapon "itemGps"; (unitBackpack _unit) addMagazineCargo ["smokeshell",1]; (unitBackpack _unit) addMagazineCargo ["Chemlight_blue",5]; (unitBackpack _unit) addMagazineCargo ["Chemlight_Green",5]; (unitBackpack _unit) addMagazineCargo ["Chemlight_Yellow",5]; [_unit, "arifle_MX_F" ,9 ,"30Rnd_65x39_caseless_mag"] call BIS_fnc_addWeapon; [_unit, "launch_NLAW_F" ,2 ,"NLAW_F"] call BIS_fnc_addWeapon; [_unit, "hgun_pistol_heavy_01_F" ,6 ,"11Rnd_45ACP_Mag"] call BIS_fnc_addWeapon; _unit addPrimaryWeaponItem "optic_Aco"; _unit addPrimaryWeaponItem "acc_pointer_IR"; }; TAG_FNC_Pilot = { _unit = _this select 0; removeAllWeapons _unit; removeHeadgear _unit; removeVest _unit; removeUniform _unit; removeBackPack _unit; _unit addHeadgear "H_pilothelmetfighter_B"; _unit addUniform "U_B_pilotcoveralls"; _Unit addBackPack "B_parachute"; _unit addWeapon "rangefinder"; _unit addWeapon "itemGps"; (unitBackpack _unit) addMagazineCargo ["smokeshell",1]; (unitBackpack _unit) addMagazineCargo ["Chemlight_blue",5]; (unitBackpack _unit) addMagazineCargo ["Chemlight_Green",5]; (unitBackpack _unit) addMagazineCargo ["Chemlight_Yellow",5]; [_unit, "arifle_MX_F" ,7 ,"30Rnd_65x39_caseless_mag"] call BIS_fnc_addWeapon; [_unit, "hgun_pistol_heavy_01_F" ,6 ,"11Rnd_45ACP_Mag"] call BIS_fnc_addWeapon; _unit addPrimaryWeaponItem "optic_Aco"; _unit addPrimaryWeaponItem "acc_pointer_IR"; }; TAG_FNC_AA = { _unit = _this select 0; removeAllWeapons _unit; removeHeadgear _unit; removeVest _unit; removeUniform _unit; removeBackPack _unit; _unit addHeadgear "H_HelmetB"; _unit addUniform "U_B_CombatUniform_mcam"; _unit addVest "V_PlateCarrierSpec_rgr"; _Unit addBackPack "B_AssaultPack_mcamo_AA"; _unit addWeapon "rangefinder"; _unit addWeapon "itemGps"; (unitBackpack _unit) addMagazineCargo ["smokeshell",1]; (unitBackpack _unit) addMagazineCargo ["Chemlight_blue",5]; (unitBackpack _unit) addMagazineCargo ["Chemlight_Green",5]; (unitBackpack _unit) addMagazineCargo ["Chemlight_Yellow",5]; [_unit, "arifle_MX_F" ,9 ,"30Rnd_65x39_caseless_mag"] call BIS_fnc_addWeapon; [_unit, "launch_B_Titan_F" ,1 ,"Titan_AA"] call BIS_fnc_addWeapon; [_unit, "hgun_pistol_heavy_01_F" ,6 ,"11Rnd_45ACP_Mag"] call BIS_fnc_addWeapon; _unit addPrimaryWeaponItem "optic_Aco"; _unit addPrimaryWeaponItem "acc_pointer_IR"; }; TAG_FNC_SpecialF = { _unit = _this select 0; removeAllWeapons _unit; removeHeadgear _unit; removeVest _unit; removeUniform _unit; removeBackPack _unit; _unit addHeadgear "H_HelmetB"; _unit addUniform "U_B_CombatUniform_mcam"; _unit addVest "V_PlateCarrier1_rgr"; _Unit addBackPack "B_AssaultPack_blk"; _unit addWeapon "rangefinder"; _unit addWeapon "itemGps"; (unitBackpack _unit) addMagazineCargo ["handGrenade",5]; (unitBackpack _unit) addMagazineCargo ["smokeshell",2]; (unitBackpack _unit) addMagazineCargo ["Chemlight_blue",5]; (unitBackpack _unit) addMagazineCargo ["Chemlight_Green",5]; (unitBackpack _unit) addMagazineCargo ["Chemlight_Yellow",5]; [_unit, "srifle_EBR_F" ,8 ,"20Rnd_762x51_mag"] call BIS_fnc_addWeapon; [_unit, "hgun_pistol_heavy_01_F" ,6 ,"11Rnd_45ACP_Mag"] call BIS_fnc_addWeapon; _unit addPrimaryWeaponItem "optic_Hamr"; _unit addPrimaryWeaponItem "acc_pointer_IR"; _unit addPrimaryWeaponItem "muzzle_snds_B"; }; TAG_FNC_AT_Heavy = { _unit = _this select 0; removeAllWeapons _unit; removeHeadgear _unit; removeVest _unit; removeUniform _unit; removeBackPack _unit; _unit addHeadgear "H_HelmetB"; _unit addUniform "U_B_CombatUniform_mcam"; _unit addVest "V_PlateCarrierSpec_rgr"; _Unit addBackPack "B_AssaultPack_mcamo_AT"; _unit addWeapon "rangefinder"; _unit addWeapon "itemGps"; (unitBackpack _unit) addMagazineCargo ["smokeshell",1]; (unitBackpack _unit) addMagazineCargo ["Chemlight_blue",5]; (unitBackpack _unit) addMagazineCargo ["Chemlight_Green",5]; (unitBackpack _unit) addMagazineCargo ["Chemlight_Yellow",5]; [_unit, "arifle_MX_F" ,9 ,"30Rnd_65x39_caseless_mag"] call BIS_fnc_addWeapon; [_unit, "launch_B_Titan_short_F" ,1 ,"Titan_AT"] call BIS_fnc_addWeapon; [_unit, "hgun_pistol_heavy_01_F" ,6 ,"11Rnd_45ACP_Mag"] call BIS_fnc_addWeapon; _unit addPrimaryWeaponItem "optic_Aco"; _unit addPrimaryWeaponItem "acc_pointer_IR"; }; TAG_FNC_Marksman = { _unit = _this select 0; removeAllWeapons _unit; removeHeadgear _unit; removeVest _unit; removeUniform _unit; removeBackPack _unit; _unit addHeadgear "H_HelmetB"; _unit addUniform "U_B_CombatUniform_mcam"; _unit addVest "V_PlateCarrier1_rgr"; _Unit addBackPack "B_AssaultPack_blk"; _unit addWeapon "rangefinder"; _unit addWeapon "itemGps"; (unitBackpack _unit) addMagazineCargo ["smokeshell",1]; (unitBackpack _unit) addMagazineCargo ["Chemlight_blue",5]; (unitBackpack _unit) addMagazineCargo ["Chemlight_Green",5]; (unitBackpack _unit) addMagazineCargo ["Chemlight_Yellow",5]; [_unit, "srifle_EBR_F" ,10 ,"20Rnd_762x51_mag"] call BIS_fnc_addWeapon; [_unit, "hgun_pistol_heavy_01_F" ,6 ,"11Rnd_45ACP_Mag"] call BIS_fnc_addWeapon; _unit addPrimaryWeaponItem "optic_DMS"; _unit addPrimaryWeaponItem "acc_pointer_IR"; }; loadoutOpf.sqf TAG_FNC_Rifleman = { _unit = _this select 0; removeAllWeapons _unit; removeHeadgear _unit; removeVest _unit; removeUniform _unit; removeBackPack _unit; _unit addHeadgear "H_HelmetO_ocamo"; _unit addUniform "U_O_CombatUniform_ocamo"; _unit addVest "V_harnessO_brn"; _Unit addBackPack "B_Fieldpack_cbr"; _unit addWeapon "binocular"; (unitBackpack _unit) addMagazineCargo ["smokeshell",1]; (unitBackpack _unit) addMagazineCargo ["HandGrenade",3]; (unitBackpack _unit) addMagazineCargo ["Chemlight_red",5]; (unitBackpack _unit) addMagazineCargo ["Chemlight_Green",5]; (unitBackpack _unit) addMagazineCargo ["Chemlight_Yellow",5]; [_unit, "arifle_Katiba_F" ,10 ,"30Rnd_65x39_caseless_Green"] call BIS_fnc_addWeapon; [_unit, "hgun_pistol_heavy_02_F" ,6 ,"6Rnd_45ACP_Cylinder"] call BIS_fnc_addWeapon; _unit addPrimaryWeaponItem "optic_ACO_grn"; _unit addPrimaryWeaponItem "acc_pointer_IR"; }; TAG_FNC_Grenadier = { _unit = _this select 0; removeAllWeapons _unit; removeHeadgear _unit; removeVest _unit; removeUniform _unit; removeBackPack _unit; _unit addHeadgear "H_HelmetO_ocamo"; _unit addUniform "U_O_CombatUniform_ocamo"; _unit addVest "V_harnessO_brn"; _Unit addBackPack "B_Fieldpack_cbr"; _unit addWeapon "binocular"; (unitBackpack _unit) addMagazineCargo ["smokeshell",1]; (unitBackpack _unit) addMagazineCargo ["1Rnd_HE_Grenade_shell",10]; (unitBackpack _unit) addMagazineCargo ["Chemlight_Red",5]; (unitBackpack _unit) addMagazineCargo ["Chemlight_Green",5]; (unitBackpack _unit) addMagazineCargo ["Chemlight_Yellow",5]; [_unit, "arifle_Katiba_GL_F" ,10 ,"30Rnd_65x39_caseless_Green"] call BIS_fnc_addWeapon; [_unit, "hgun_pistol_heavy_02_F" ,6 ,"6Rnd_45ACP_Cylinder"] call BIS_fnc_addWeapon; _unit addPrimaryWeaponItem "optic_ACO_grn"; _unit addPrimaryWeaponItem "acc_pointer_IR"; }; TAG_FNC_Engineer = { _unit = _this select 0; removeAllWeapons _unit; removeHeadgear _unit; removeVest _unit; removeUniform _unit; removeBackPack _unit; _unit addHeadgear "H_HelmetO_ocamo"; _unit addUniform "U_O_CombatUniform_ocamo"; _unit addVest "V_harnessO_brn"; _Unit addBackPack "B_Carryall_ocamo_Eng"; clearAllItemsFromBackpack _unit; (unitBackpack _unit) addMagazineCargo ["ATMine_Range_Mag",1]; (unitBackpack _unit) addMagazineCargo ["SLAMDirectionalMine_Wire_Mag",1]; (unitBackpack _unit) addMagazineCargo ["APERSMine_Range_Mag",1]; (unitBackpack _unit) addMagazineCargo ["APERSBoundingMine_Range_Mag",1]; (unitBackpack _unit) addMagazineCargo ["Chemlight_red",5]; (unitBackpack _unit) addMagazineCargo ["Chemlight_Green",5]; (unitBackpack _unit) addMagazineCargo ["Chemlight_Yellow",5]; _unit addWeapon "binocular"; _unit addMagazine "smokeshell"; [_unit, "arifle_katiba_F" ,7 ,"30Rnd_65x39_caseless_green"] call BIS_fnc_addWeapon; [_unit, "hgun_pistol_heavy_02_F" ,6 ,"6Rnd_45ACP_Cylinder"] call BIS_fnc_addWeapon; _unit addPrimaryWeaponItem "optic_ACO_grn"; _unit addPrimaryWeaponItem "acc_pointer_IR"; }; TAG_FNC_AutoRifleman = { _unit = _this select 0; removeAllWeapons _unit; removeHeadgear _unit; removeVest _unit; removeUniform _unit; removeBackPack _unit; _unit addHeadgear "H_HelmetO_ocamo"; _unit addUniform "U_O_CombatUniform_ocamo"; _unit addVest "V_harnessO_brn"; _Unit addBackPack "B_Fieldpack_cbr"; _unit addWeapon "binocular"; (unitBackpack _unit) addMagazineCargo ["smokeshell",1]; (unitBackpack _unit) addMagazineCargo ["Chemlight_red",5]; (unitBackpack _unit) addMagazineCargo ["Chemlight_Green",5]; (unitBackpack _unit) addMagazineCargo ["Chemlight_Yellow",5]; [_unit, "LMG_Zafir_F" ,8 ,"150Rnd_762x51_box"] call BIS_fnc_addWeapon; [_unit, "hgun_pistol_heavy_02_F" ,6 ,"6Rnd_45ACP_Cylinder"] call BIS_fnc_addWeapon; _unit addPrimaryWeaponItem "optic_ACO_grn"; }; TAG_FNC_AT_Light = { _unit = _this select 0; removeAllWeapons _unit; removeHeadgear _unit; removeVest _unit; removeUniform _unit; removeBackPack _unit; _unit addHeadgear "H_HelmetO_ocamo"; _unit addUniform "U_O_CombatUniform_ocamo"; _unit addVest "V_TacVest_khk"; _Unit addBackPack "B_FieldPack_cbr_LAT"; _unit addWeapon "binocular"; (unitBackpack _unit) addMagazineCargo ["smokeshell",1]; (unitBackpack _unit) addMagazineCargo ["Chemlight_red",5]; (unitBackpack _unit) addMagazineCargo ["Chemlight_Green",5]; (unitBackpack _unit) addMagazineCargo ["Chemlight_Yellow",5]; [_unit, "arifle_katiba_F" ,9 ,"30Rnd_65x39_caseless_green"] call BIS_fnc_addWeapon; [_unit, "launch_RPG32_F" ,2 ,"RPG32_F"] call BIS_fnc_addWeapon; [_unit, "hgun_pistol_heavy_02_F" ,6 ,"6Rnd_45ACP_Cylinder"] call BIS_fnc_addWeapon; _unit addPrimaryWeaponItem "optic_ACO_grn"; _unit addPrimaryWeaponItem "acc_pointer_IR"; }; TAG_FNC_Pilot = { _unit = _this select 0; removeAllWeapons _unit; removeHeadgear _unit; removeVest _unit; removeUniform _unit; removeBackPack _unit; _unit addHeadgear "H_pilothelmetfighter_O"; _unit addUniform "U_O_pilotcoveralls"; _Unit addBackPack "B_parachute"; _unit addWeapon "binocular"; _unit addWeapon "itemGps"; (unitBackpack _unit) addMagazineCargo ["smokeshell",1]; (unitBackpack _unit) addMagazineCargo ["Chemlight_blue",5]; (unitBackpack _unit) addMagazineCargo ["Chemlight_Green",5]; (unitBackpack _unit) addMagazineCargo ["Chemlight_Yellow",5]; [_unit, "arifle_katiba_F" ,7 ,"30Rnd_65x39_caseless_green"] call BIS_fnc_addWeapon; [_unit, "hgun_pistol_heavy_02_F" ,6 ,"6Rnd_45ACP_Cylinder"] call BIS_fnc_addWeapon; _unit addPrimaryWeaponItem "optic_ACO_grn"; _unit addPrimaryWeaponItem "acc_pointer_IR"; }; TAG_FNC_SpecialF = { _unit = _this select 0; removeAllWeapons _unit; removeHeadgear _unit; removeVest _unit; removeUniform _unit; removeBackPack _unit; _unit addHeadgear "H_HelmetO_ocamo"; _unit addUniform "U_O_CombatUniform_ocamo"; _unit addVest "V_harnessO_brn"; _Unit addBackPack "B_Fieldpack_cbr"; _unit addWeapon "rangefinder"; _unit addWeapon "itemGps"; (unitBackpack _unit) addMagazineCargo ["smokeshell",2]; (unitBackpack _unit) addMagazineCargo ["handGrenade",5]; (unitBackpack _unit) addMagazineCargo ["Chemlight_red",5]; (unitBackpack _unit) addMagazineCargo ["Chemlight_Green",5]; (unitBackpack _unit) addMagazineCargo ["Chemlight_Yellow",5]; [_unit, "srifle_EBR_F" ,10 ,"20Rnd_762x51_mag"] call BIS_fnc_addWeapon; [_unit, "hgun_pistol_heavy_02_F" ,6 ,"6Rnd_45ACP_Cylinder"] call BIS_fnc_addWeapon; _unit addPrimaryWeaponItem "optic_MRCO"; _unit addPrimaryWeaponItem "muzzle_snds_B"; _unit addPrimaryWeaponItem "acc_pointer_IR"; }; TAG_FNC_AA = { _unit = _this select 0; removeAllWeapons _unit; removeHeadgear _unit; removeVest _unit; removeUniform _unit; removeBackPack _unit; _unit addHeadgear "H_HelmetO_ocamo"; _unit addUniform "U_O_CombatUniform_ocamo"; _unit addVest "V_harnessO_brn"; _Unit addBackPack "B_FieldPack_ocamo_AA"; _unit addWeapon "binocular"; (unitBackpack _unit) addMagazineCargo ["smokeshell",1]; (unitBackpack _unit) addMagazineCargo ["Chemlight_red",5]; (unitBackpack _unit) addMagazineCargo ["Chemlight_Green",5]; (unitBackpack _unit) addMagazineCargo ["Chemlight_Yellow",5]; [_unit, "arifle_katiba_F" ,9 ,"30Rnd_65x39_caseless_green"] call BIS_fnc_addWeapon; [_unit, "launch_B_Titan_F" ,2 ,"Titan_AA"] call BIS_fnc_addWeapon; [_unit, "hgun_pistol_heavy_02_F" ,6 ,"6Rnd_45ACP_Cylinder"] call BIS_fnc_addWeapon; _unit addPrimaryWeaponItem "optic_ACO_grn"; _unit addPrimaryWeaponItem "acc_pointer_IR"; }; TAG_FNC_AT_Heavy = { _unit = _this select 0; removeAllWeapons _unit; removeHeadgear _unit; removeVest _unit; removeUniform _unit; removeBackPack _unit; _unit addHeadgear "H_HelmetO_ocamo"; _unit addUniform "U_O_CombatUniform_ocamo"; _unit addVest "V_TacVest_khk"; _Unit addBackPack "B_FieldPack_cbr_AT"; _unit addWeapon "binocular"; (unitBackpack _unit) addMagazineCargo ["smokeshell",1]; (unitBackpack _unit) addMagazineCargo ["Chemlight_red",5]; (unitBackpack _unit) addMagazineCargo ["Chemlight_Green",5]; (unitBackpack _unit) addMagazineCargo ["Chemlight_Yellow",5]; [_unit, "arifle_katiba_F" ,7 ,"30Rnd_65x39_caseless_green"] call BIS_fnc_addWeapon; [_unit, "hgun_pistol_heavy_02_F" ,6 ,"6Rnd_45ACP_Cylinder"] call BIS_fnc_addWeapon; [_unit, "launch_B_Titan_short_F" ,2 ,"Titan_AT"] call BIS_fnc_addWeapon; _unit addPrimaryWeaponItem "optic_ACO_grn"; _unit addPrimaryWeaponItem "acc_pointer_IR"; }; TAG_FNC_Marksman = { _unit = _this select 0; removeAllWeapons _unit; removeHeadgear _unit; removeVest _unit; removeUniform _unit; removeBackPack _unit; _unit addHeadgear "H_HelmetO_ocamo"; _unit addUniform "U_O_CombatUniform_ocamo"; _unit addVest "V_harnessO_brn"; _Unit addBackPack "B_Fieldpack_cbr"; _unit addWeapon "rangefinder"; _unit addWeapon "itemGps"; (unitBackpack _unit) addMagazineCargo ["smokeshell",1]; (unitBackpack _unit) addMagazineCargo ["Chemlight_red",5]; (unitBackpack _unit) addMagazineCargo ["Chemlight_Green",5]; (unitBackpack _unit) addMagazineCargo ["Chemlight_Yellow",5]; [_unit, "srifle_DMR_01_F" ,7 ,"10Rnd_762x51_mag"] call BIS_fnc_addWeapon; [_unit, "hgun_pistol_heavy_02_F" ,6 ,"6Rnd_45ACP_Cylinder"] call BIS_fnc_addWeapon; _unit addPrimaryWeaponItem "optic_DMS"; _unit addPrimaryWeaponItem "acc_pointer_IR"; }; Edited November 10, 2013 by Iceman77 Share this post Link to post Share on other sites
2rgt oberst 14 Posted November 10, 2013 nothing ... I tried, but does not take anything, as if he could see the file call unit slot: _nul = [this] call Grenadier; Init.sqf call compile preprocessFile "equip\Loadouts.sqf"; Loadouts.sqf Grenadier = { _unit = _this select 0; removeAllWeapons _unit; removeHeadgear _unit; removeVest _unit; removeUniform _unit; removeBackPack _unit; _unit addHeadgear "H_Cap_tan_pmc"; _unit addUniform "U_PMC_BrnPolo_BgPants"; _unit addVest "V_PlateCarrier1_PMC_blk"; _unit addBackPack "B_mas_Kitbag_black"; _unit addWeapon "rangefinder"; _unit addItem "optic_holosight"; _unit addWeapon "itemGps"; (unitBackpack _unit) addMagazineCargo ["handgrenade",5]; (unitBackpack _unit) addMagazineCargo ["1Rnd_HE_Grenade_shell",10]; (unitBackpack _unit) addMagazineCargo ["1Rnd_SmokeOrange_Grenade_shell",2]; (unitBackpack _unit) addMagazineCargo ["30Rnd_65x39_caseless_mag",5]; (unitBackpack _unit) additemCargo ["FirstAidKit",6]; [_unit, "arifle_MX_GL_blk_ACO_F" ,10 ,"30Rnd_65x39_caseless_mag"] call BIS_fnc_addWeapon; [_unit, "hgun_pistol_heavy_01_F" ,3 ,"11Rnd_45ACP_Mag"] call BIS_fnc_addWeapon; _unit addPrimaryWeaponItem "optic_Aco"; _unit addPrimaryWeaponItem "acc_flashlight"; }; Marksman = { _unit = _this select 0; removeAllWeapons _unit; removeHeadgear _unit; removeVest _unit; removeUniform _unit; removeBackPack _unit; _unit addHeadgear "H_Booniehat_rgr"; _unit addUniform "U_PMC_CombatUniformLS_GSSPBB"; _unit addVest "V_PlateCarrier1_PMC_rgr"; _unit addBackPack "B_AssaultPack_rgr"; _unit addWeapon "rangefinder"; _unit addWeapon "itemGps"; _unit addItem "ACRE_PRC119"; _unit addItem "ACRE_PRC343"; _unit assignitem "ACRE_PRC343"; (unitBackpack _unit) additemCargo ["FirstAidKit",10]; (unitBackpack _unit) addmagazineCargo ["handgrenade", 3]; (unitBackpack _unit) addmagazineCargo ["7Rnd_408_Mag", 5]; [_unit, "srifle_LRR_F" ,10 ,"7Rnd_408_Mag"] call BIS_fnc_addWeapon; [_unit, "hgun_pistol_heavy_01_F" ,3 ,"11Rnd_45ACP_Mag"] call BIS_fnc_addWeapon; _unit addPrimaryWeaponItem "optic_SOS"; _unit addPrimaryWeaponItem "acc_flashlight"; }; LMG = { _unit = _this select 0; removeAllWeapons _unit; removeHeadgear _unit; removeVest _unit; removeUniform _unit; removeBackPack _unit; _unit addHeadgear "H_mas_it_Woolhat"; _unit addUniform "U_PMC_CombatUniformLS_IndPBSBB"; _unit addVest "V_PlateCarrier1_PMC_rgr"; _unit addbackpack "B_Carryall_oli"; _unit addWeapon "rangefinder"; _unit addWeapon "itemGps"; (unitBackpack _unit) additemCargo ["FirstAidKit",10]; (unitBackpack _unit) addmagazineCargo ["200Rnd_65x39_cased_Box", 6]; [_unit, "LMG_Mk200_MRCO_F" ,7 ,"200Rnd_65x39_cased_Box"] call BIS_fnc_addWeapon; [_unit, "hgun_pistol_heavy_01_F" ,3 ,"11Rnd_45ACP_Mag"] call BIS_fnc_addWeapon; _unit addPrimaryWeaponItem "acc_flashlight"; _unit addPrimaryWeaponItem "optic_Arco"; }; Demolitore = { _unit = _this select 0; removeAllWeapons _unit; removeHeadgear _unit; removeVest _unit; removeUniform _unit; removeBackPack _unit; _unit addHeadgear "H_Cap_khaki_specops_UK"; _unit addUniform "U_PMC_CombatUniformLS_BSGPBB"; _unit addVest "V_PlateCarrier1_PMC_blk"; _unit addbackpack "B_Carryall_oli"; _unit addWeapon "rangefinder"; _unit addWeapon "itemGps"; (unitBackpack _unit) additemCargo ["FirstAidKit",10]; (unitBackpack _unit) addMagazineCargo ["SatchelCharge_Remote_Mag",2]; (unitBackpack _unit) addMagazineCargo ["ClaymoreDirectionalMine_Remote_Mag",2]; [_unit, "arifle_MX_MRCO_blk_F" ,8 ,"30Rnd_65x39_caseless_mag"] call BIS_fnc_addWeapon; [_unit, "hgun_pistol_heavy_01_F" ,3 ,"11Rnd_45ACP_Mag"] call BIS_fnc_addWeapon; _unit addPrimaryWeaponItem "acc_flashlight"; _unit addPrimaryWeaponItem "optic_Aco"; }; Fuciliere = { _unit = _this select 0; removeAllWeapons _unit; removeHeadgear _unit; removeVest _unit; removeUniform _unit; removeBackPack _unit; _unit addHeadgear "H_Cap_tan_pmc"; _unit addUniform "U_PMC_BrnPolo_BluPants"; _unit addVest "V_PlateCarrier1_PMC_khki"; _unit addbackpack "B_mas_Kitbag_rng"; _unit addWeapon "rangefinder"; _unit addWeapon "itemGps"; (unitBackpack _unit) additemCargo ["FirstAidKit",10]; (unitBackpack _unit) addmagazineCargo ["SatchelCharge_Remote_Mag", 1]; (unitBackpack _unit) addmagazineCargo ["handgrenade", 3]; (unitBackpack _unit) addmagazineCargo ["30Rnd_556x45_Stanag", 5]; (unitBackpack _unit) addmagazineCargo ["30Rnd_556x45_Stanag_Tracer_Red", 3]; [_unit, "arifle_Mk20_F" ,8 ,"30Rnd_556x45_Stanag"] call BIS_fnc_addWeapon; [_unit, "hgun_pistol_heavy_01_F" ,3 ,"11Rnd_45ACP_Mag"] call BIS_fnc_addWeapon; _unit addPrimaryWeaponItem "acc_flashlight"; _unit addPrimaryWeaponItem "optic_Aco"; }; Medico = { _unit = _this select 0; removeAllWeapons _unit; removeHeadgear _unit; removeVest _unit; removeUniform _unit; removeBackPack _unit; _unit addHeadgear "H_Cap_pmc_headphones"; _unit addUniform "U_PMC_BlkTShirt_DJeans"; _unit addVest "V_PlateCarrier1_PMC_marpat"; _unit addbackpack "B_Carryall_mcamo"; _unit addWeapon "rangefinder"; _unit addWeapon "itemGps"; (unitBackpack _unit) additemCargo ["FirstAidKit",10]; (unitBackpack _unit) additemCargo ["Medikit", 2]; (unitBackpack _unit) addmagazineCargo ["30Rnd_65x39_caseless_mag", 4]; (unitBackpack _unit) addmagazineCargo ["30Rnd_65x39_caseless_mag_Tracer", 3]; [_unit, "arifle_MX_MRCO_blk_F" ,7 ,"30Rnd_65x39_caseless_mag"] call BIS_fnc_addWeapon; [_unit, "hgun_pistol_heavy_01_F" ,3 ,"11Rnd_45ACP_Mag"] call BIS_fnc_addWeapon; _unit addPrimaryWeaponItem "acc_flashlight"; _unit addPrimaryWeaponItem "optic_Aco"; }; Spotter = { _unit = _this select 0; removeAllWeapons _unit; removeHeadgear _unit; removeVest _unit; removeUniform _unit; removeBackPack _unit; _unit addHeadgear "H_mas_it_Cap_headphones_v"; _unit addUniform "U_PMC_CombatUniformRS_IndPBSBB"; _unit addVest "V_PlateCarrier1_PMC_rgr"; _unit addbackpack "B_Carryall_oli"; _unit addWeapon "rangefinder"; _unit addWeapon "itemGps"; _unit addItem "ACRE_PRC119"; _unit addItem "ACRE_PRC343"; _unit assignitem "ACRE_PRC119"; (unitBackpack _unit) additemCargo ["FirstAidKit",10]; (unitBackpack _unit) additemCargo ["Medikit", 2]; (unitBackpack _unit) addmagazineCargo ["30Rnd_556x45_Stanag", 4]; (unitBackpack _unit) addmagazineCargo ["30Rnd_556x45_Stanag_Tracer_Red", 3]; [_unit, "arifle_Mk20_GL_F" ,7 ,"30Rnd_556x45_Stanag"] call BIS_fnc_addWeapon; [_unit, "hgun_pistol_heavy_01_F" ,3 ,"11Rnd_45ACP_Mag"] call BIS_fnc_addWeapon; _unit addPrimaryWeaponItem "acc_flashlight"; _unit addPrimaryWeaponItem "optic_Arco"; }; TL = { _unit = _this select 0; removeAllWeapons _unit; removeHeadgear _unit; removeVest _unit; removeUniform _unit; removeBackPack _unit; _unit addHeadgear "H_Cap_pmc"; _unit addUniform "U_PMC_CombatUniformLS_SSBPBB"; _unit addVest "V_PlateCarrier1_PMC_khki"; _unit addbackpack "B_AssaultPack_blk"; _unit addWeapon "rangefinder"; _unit addWeapon "itemGps"; _unit addItem "ACRE_PRC119"; _unit addItem "ACRE_PRC343"; _unit assignitem "ACRE_PRC119"; (unitBackpack _unit) additemCargo ["FirstAidKit",10]; (unitBackpack _unit) addmagazineCargo ["handgrenade", 2]; (unitBackpack _unit) addmagazineCargo ["30Rnd_65x39_caseless_mag", 7]; [_unit, "arifle_MX_MRCO_blk_F" ,7 ,"30Rnd_65x39_caseless_mag"] call BIS_fnc_addWeapon; [_unit, "hgun_pistol_heavy_01_F" ,3 ,"11Rnd_45ACP_Mag"] call BIS_fnc_addWeapon; _unit addPrimaryWeaponItem "acc_flashlight"; _unit addPrimaryWeaponItem "optic_Aco"; }; Share this post Link to post Share on other sites
iceman77 18 Posted November 10, 2013 That's probably because the unit init line(s) is being ran before the function is loaded. Call the function after you know it's loaded. In any case, this isn't a stab in the dark or anything, I gave you code from a fully working scenario. Go back and look closer at how I did things. In fact I explicitly said don't call the function from the units init lines lol. Share this post Link to post Share on other sites
HaZZarD 2 Posted November 10, 2013 I tried to modify my method but I come back with a defeat :S I still have problems with loadouts in MP so I erased all and I want to restart from zero before starting I have one question where should I put this code ? If (!IsDedicated) Then { waitUntil { !IsNull Player }; if (local player) then { waitUntil { time > 1 }; switch (faction player) do { case "BLU_F":{[] call compile preprocessFile "digitalLoadout\LoadoutsBlu.sqf";}; case "BLU_G_F":{[] call compile preprocessFile "digitalLoadout\LoadoutsFia.sqf";}; case "IND_F":{[] call compile preprocessFile "digitalLoadout\LoadoutsInd.sqf";}; case "OPF_F":{[] call compile preprocessFile "digitalLoadout\LoadoutsOpf.sqf";}; }; [player] call TAG_FNC_Rifleman; // then call a loadout now, for example }; }; if you make a template or upload your mission you will be remembered in eternity XD I' am so screwed with the loadouts failing in MP that I stopped making MP missions :S I have all in hold until I have a 100% working solution. "arma III editor will be easy" they said ..... ;( Share this post Link to post Share on other sites
2rgt oberst 14 Posted November 10, 2013 probably in the file Description.ext ---------- Post added at 23:06 ---------- Previous post was at 23:04 ---------- That's probably because the unit init line(s) is being ran before the function is loaded. Call the function after you know it's loaded. In any case, this isn't a stab in the dark or anything, I gave you code from a fully working scenario. Go back and look closer at how I did things. In fact I explicitly said don't call the function from the units init lines lol. I did not say that does not work, I've done something wrong to write;) Share this post Link to post Share on other sites
iceman77 18 Posted November 10, 2013 Example Mission. Look and see the client.sqf file. Where the loadouts on the player take place. Download ---------- Post added at 14:08 ---------- Previous post was at 14:06 ---------- For respawn, you can simply add a respawn eventhandler that calls the desired loadout (function). Share this post Link to post Share on other sites
2rgt oberst 14 Posted November 10, 2013 Example Mission. Look and see the client.sqf file. Where the loadouts on the player take place.Download ---------- Post added at 14:08 ---------- Previous post was at 14:06 ---------- For respawn, you can simply add a respawn eventhandler that calls the desired loadout (function). GRAZIE thanks Share this post Link to post Share on other sites
iceman77 18 Posted November 10, 2013 No problem. You can also use a switch case to determine which unit the player is controlling and then give the desired loadout. Share this post Link to post Share on other sites
HaZZarD 2 Posted November 10, 2013 Example Mission. Look and see the client.sqf file. Where the loadouts on the player take place.Download ---------- Post added at 14:08 ---------- Previous post was at 14:06 ---------- For respawn, you can simply add a respawn eventhandler that calls the desired loadout (function). :cheers: downloading now Share this post Link to post Share on other sites
2rgt oberst 14 Posted November 10, 2013 (edited) works perfectly. A question ... how do I assign each player the switch of the class? eg oberst [player] call TAG_FNC_Rifleman; Iceman77 [player] call TAG_FNC_Grenadier .... etc. etc. ---------- Post added at 23:25 ---------- Previous post was at 23:20 ---------- in 'init editor? Granadier slot: this call TAG_FNC_Grenadier Edited November 10, 2013 by 2rgt oberst Share this post Link to post Share on other sites
HaZZarD 2 Posted November 10, 2013 (edited) Just one more question ( I hope :D) will this work with respawn side too ? it works great for the vanilla factions , the problem now is that my spetsnaz soldiers are not considered case "OPF_F" you know where can I get the case for modded factions too ? :) Edited November 11, 2013 by HaZZarD Share this post Link to post Share on other sites