HaZZarD 2 Posted November 16, 2013 yeah I know the russian spetsnaz and weapons by Massi are huge addons :D, but with this mission I ' am 100% sure the problem is there and inside you can find two different methods to make loadouts and both presenting problems I can then make another mission with custom vanilla soldiers modfree but I can't do it until sunday or monday :( Share this post Link to post Share on other sites
HaZZarD 2 Posted November 16, 2013 @Deadfast I tried to add your code in my loadout.sqf but I have a problem Pleader.sqf if (isPlayer (_this select 0)) then { waitUntil {!isNull Player}; if (!local player) exitWith {}; }; sleep 1; _unit = _this select 0; removeAllWeapons _unit; removeGoggles _unit; removebackpack _unit; removeHeadgear _unit; removeVest _unit; removeAllAssignedItems _unit; removeUniform _unit; sleep 1; [[_unit, {_unit addUniform "U_mas_rus_O_Gorka_uniform_d"}], "BIS_fnc_spawn", true] call BIS_fnc_MP; _unit addHeadgear "H_mas_rus_beret"; _unit addGoggles "G_Squares"; _unit addVest "V_Chestrig_khk"; _unit addMagazine "6Rnd_45ACP_Cylinder"; [_unit, "arifle_mas_aks74u_c" ,10 ,"30Rnd_mas_545x39_mag"] call BIS_fnc_addWeapon; _unit addWeapon "hgun_Pistol_heavy_02_F"; _unit addPrimaryWeaponItem "optic_Holosight_smg"; _unit addHandgunItem "optic_Yorris"; _unit addMagazine "6Rnd_45ACP_Cylinder"; _unit addMagazine "6Rnd_45ACP_Cylinder"; _unit addMagazine "6Rnd_45ACP_Cylinder"; _unit addMagazine "6Rnd_45ACP_Cylinder"; _unit addMagazine "SmokeShell"; _unit addMagazine "SmokeShell"; _unit addMagazine "SmokeShell"; _unit addMagazine "SmokeShell"; _unit addMagazine "SmokeShellGreen"; _unit addMagazine "SmokeShellGreen"; _unit addMagazine "SmokeShellGreen"; _unit addMagazine "SmokeShellGreen"; _unit addMagazine "SmokeShellGreen"; _unit addMagazine "30Rnd_mas_545x39_T_mag"; _unit addMagazine "30Rnd_mas_545x39_T_mag"; _unit linkItem "ItemMap"; _unit linkItem "ItemCompass"; _unit linkItem "ItemWatch"; _unit linkItem "ItemRadio"; _unit linkItem "ItemGPS"; _unit addMagazine "Laserbatteries"; _unit addweapon "Laserdesignator"; _unit linkItem "Laserdesignator"; I have this error trying in the editor and my guy in underwear Share this post Link to post Share on other sites
Cribsoffer 1 Posted November 16, 2013 Here is a similar question. Made a MP mission. I have two grouped player units (s1 and s2) spawning in at the beginning of the game. No JIP. S2 is unable to change chestrigs or vests, but can change headgear and weapons. S1 is able to swap everything gearwise. Does any one know what code I need to run to fix that? I'm not executing any scripts on the mission's launch so my init is pretty much empty. Share this post Link to post Share on other sites
HaZZarD 2 Posted November 21, 2013 Naked soldiers / Empty vest bug still there for me after the last main update : ( Share this post Link to post Share on other sites
2rgt oberst 14 Posted November 21, 2013 Confirm :(((( Inviato da mio iPhone utilizzando Tapatalk Share this post Link to post Share on other sites
iceman77 18 Posted November 21, 2013 @ Hazard & 2gt .. Working here. Definately no empty vests upon player JIP. Please PM me your mission files with the problem. Isolate your exact loadout scripts in vanilla arma3, with the problem still persisting. I'll have a look. Share this post Link to post Share on other sites
HaZZarD 2 Posted November 21, 2013 ok I will , I was waiting for the update to see if something changed but unfortunately the problem is still there . However the problem about uniform being local is official and I think they not fixed it with last updated , I read the whole changelog and there is nothing about uniform changed to global , maybe is just that causing weird issues Share this post Link to post Share on other sites
iceman77 18 Posted November 21, 2013 Yeah the uniforms aren't technically a bug. It's locality issue. Shoot me the file. Share this post Link to post Share on other sites
Von Quest 1163 Posted November 21, 2013 Its a bug. Worked fine for weeks. Now custom "playable" are in underwear if not using defaults. Enemy custom uniforms causes chaotic behavior and some uniforms even CTD. Share this post Link to post Share on other sites
HaZZarD 2 Posted November 21, 2013 (edited) Its a bug.Worked fine for weeks. Now custom "playable" are in underwear if not using defaults. Enemy custom uniforms causes chaotic behavior and some uniforms even CTD. yeah I think the same so better for me to stop trying to search a solution on this , I just lost lot of time and I found no solution , I know maybe a work around will be found but at what price ? I already paid losing hours of my free time it's two main build now that the problem is present ... I love the game but how much time I' ll have to wait before being able to make missions again ? My missions are all about having custom soldiers made from mods so this bug stopped me completely , I stopped to work on MP missions for me my friends and this community Edited November 21, 2013 by HaZZarD Share this post Link to post Share on other sites
iceman77 18 Posted November 21, 2013 (edited) Its a bug.Worked fine for weeks. Now custom "playable" are in underwear if not using defaults. Enemy custom uniforms causes chaotic behavior and some uniforms even CTD. The uniform issue is a locality issue. Just because addUniform is local doesn't mean it's a bug.Also, you're not supposed to be wearing enemy uniforms. ---------- Post added at 09:14 ---------- Previous post was at 09:13 ---------- yeah I think the same so better for me to stop trying to search a solution on this , I just lost lot of time and I found no solution , I know maybe a work around will be found but at what price ? I already paid losing hours of my free time Yes and I've told you on multiple occasions to isolate the scripts in vanilla A3 and send me the file.. yet to no avail. I'm done here too. Good luck with this locality issue that has nothing to do with being a bug. Edited November 21, 2013 by Iceman77 Share this post Link to post Share on other sites
HaZZarD 2 Posted November 21, 2013 (edited) @Iceman77 , I did not wanted to be rude sorry dude , I know you helped me a lot in the past and I thank you for that I already posted a mission with that bug but yes I know the file is big , I don't pretend people to check my mission but there is where the vest bug 100% happen and I put lot of effort in making all those custom soldiers . I can remake one with vanilla uniforms but if the problem happen with the mods only then I am screwed anyway because my missions are all about custom soldiers made with mods . This "bug" or issue happen with Massi mods but also with the PG services so I think is something not related to Massi only look like a bug because the uniforms/stuff in vest disappear just when people join the server and I' am not trying to give soldiers other side equipment I'll just wait and see future changelogs Edited November 21, 2013 by HaZZarD Share this post Link to post Share on other sites
iceman77 18 Posted November 21, 2013 Well the vest item problem sounds like a locality issue aswell. As a player jips, it sounds like your running the loadout script for all players again. Regarding the Uniform issue, as deadfast has posted, using a small sleep after removing the uniform and then using Bis_fnc_mp to broadcast the command is a workaround. If I had the isolated / problem files I could simply take a look and most likely fix the problem(s) for you. In any case, I wont download half a gig of addons to do so :p. If I may suggest, take a break and try your hand at making SP missions. Share this post Link to post Share on other sites
PapaReap 5 Posted November 21, 2013 @ Iceman77, just want to say thank you for your method you shared, it worked wonders for me and the issues with the disappearing uniforms. It took a bit of time transferring my old loadouts to yours, but well worth it to having rock solid loadouts, will use this for now on. :) Share this post Link to post Share on other sites
iceman77 18 Posted November 21, 2013 (edited) @ Iceman77, just want to say thank you for your method you shared, it worked wonders for me and the issues with the disappearing uniforms. It took a bit of time transferring my old loadouts to yours, but well worth it to having rock solid loadouts, will use this for now on. :) That's good to hear. Let me know if issues do arrive. I've done plenty of successful testing, but others here seem to still have the problem and yet I can't reproduce it myself. I was wondering if A. They're trying to use uniforms across sides (which could be more prevalent with addons, as the addon could have custom uniforms and can only wear said uniforms or something??) or B. The naked problem actually exists. Never seen the latter, even though the command is local. Worst case for me, it's using the default uniform that the unit is supposed to or something and I simply haven't noticed, In which deadfast has posted a soluton in any case. I certainly have never noticed naked players unless crossing sides with uniforms. Edited November 21, 2013 by Iceman77 Share this post Link to post Share on other sites
Von Quest 1163 Posted November 22, 2013 I think you're right about mixing "sides". I'm not running scripts for this, just Editor. I was using Dyslexi's setup to find and customize the Units, then just copy over the Classnames for the look I wanted so it never said what "side" you were using. With numerous Mods; I think I was mixing in some enemy/civs then into wrong "side". Sucks this doesn't work anymore. Gives me some ideas for undercover "spies". :cool: Share this post Link to post Share on other sites
PapaReap 5 Posted November 22, 2013 @ Iceman77 regarding post #90 A) I'm using same side uniforms and gear, haven't tried mixing other sides gear. A partner and myself have tested this on both player hosted and dedicated server by jibing, respawning, reviving and can say that it has not had a glitch with 24 different loadouts. Also I'm calling the loadout using the player name switch you offered up in post #51. B) I can confirm that going naked after a player jib did indeed exist with same side gear (hence the reason I was searching for a fix). Your method, I am using the same basic class of soldier for the loadouts I want, but the loadouts are far different than stock, so the are the uniforms, although still same faction, and they definitely are getting the loadouts I want, down to every last item. Will continue to test and if something comes up I will let you know. Again thank you for your work. Share this post Link to post Share on other sites
Cloughy 0 Posted November 26, 2013 I have a vest issue in my mission. If players join at the start and all is fine, kit load outs correct, then player 2 pc crashed, so he JIP, when he did, all his team only had the one clip in their rifles. When the player was killed and respawned into one of the 'low ammo' AI, and tried to rearm at the kia player body that had full ammo, the player cannot drag any ammo into the empty uniform or vest, all uniforms and vests are blufor and the teams are also. This has only happened since 1.06 update the other week. Cheers GC Share this post Link to post Share on other sites
iceman77 18 Posted November 26, 2013 (edited) Post your loadout script(s) here in code brackets. Or send me an working example the mission, with just the bare essentials (that just contain the scripts pertaining to loadouts). Edited November 26, 2013 by Iceman77 Share this post Link to post Share on other sites
saetheer 9 Posted November 28, 2013 Appreciate if anyone could help me out with getting this to work. I've two NATO soldiers (for now) they are called: Fox1_1 - Init code: this call f_FTL; this addEventHandler ["respawn", {call f_FTL}]; Fox1_2 - Init code: this call f_Gren; this addEventHandler ["respawn", {call f_Gren}]; init.sqf execVM "loadouts\client.sqf"; Loutouts\client.sqf If (!IsDedicated) Then { waitUntil { !IsNull Player }; if (local player) then { waitUntil { time > 1 }; switch (faction player) do { case "BLU_F":{[] call compile preprocessFile "Loadouts\LoadoutsBlu.sqf";}; }; switch (player) do { case Fox1_1: {player call f_FTL;}; case Fox1_2: {player call f_Gren;}; }; }; }; loadouts\loutoutsBlu.sqf f_FTL = { removeAllWeapons player; removeHeadgear player; removeVest player; removeUniform player; removeBackPack player; sleep 1; player addBackpack "B_Kitbag_mcamo"; private ["_backpack"]; _backpack = unitBackpack player; clearMagazineCargoGlobal _backpack; _backpack addItemCargoGlobal ["30Rnd_65x39_caseless_mag_Tracer",4]; // Headgear player addHeadgear "H_HelmetB"; // Vest player addVest "V_PlateCarrierGL_rgr"; player addMagazines ["30Rnd_65x39_caseless_mag",6]; player addMagazines ["30Rnd_65x39_caseless_mag_Tracer",2]; player addMagazines ["16Rnd_9x21_Mag",2]; player addMagazines ["smokeshell",2]; player addMagazines ["handgrenade",2]; player addMagazines ["3Rnd_UGL_FlareWhite_F",4]; player addMagazines ["3Rnd_UGL_FlareRed_F",2]; // Rifle player addWeapon "arifle_MX_GL_F"; // Handgun player addWeapon "hgun_P07_F"; // Uniform [[player, {_this addUniform "U_I_CombatUniform"}], "BIS_fnc_spawn", true] call BIS_fnc_MP; player addItem "FirstAidKit"; player addItem "FirstAidKit"; player addItem "acc_flashlight"; player addItem "optic_ACO"; //Stuff player addWeapon "Rangefinder"; }; f_Gren = { removeAllWeapons player; removeHeadgear player; removeVest player; removeUniform player; removeBackPack player; sleep 1; // Backpack player addBackpack "B_Kitbag_mcamo"; private ["_backpack"]; _backpack = unitBackpack player; clearMagazineCargoGlobal _backpack; _backpack addItemCargoGlobal ["30Rnd_65x39_caseless_mag_Tracer",2]; _backpack addItemCargoGlobal ["1Rnd_SmokePurple_Grenade_shell",2]; _backpack addItemCargoGlobal ["1Rnd_SmokeRed_Grenade_shell",2]; _backpack addItemCargoGlobal ["1Rnd_SmokeGreen_Grenade_shell",2]; // Headgear player addHeadgear "H_HelmetB"; // Vest player addVest "V_PlateCarrierGL_rgr"; player addMagazines ["30Rnd_65x39_caseless_mag",6]; player addMagazines ["30Rnd_65x39_caseless_mag_Tracer",2]; player addMagazines ["16Rnd_9x21_Mag",2]; player addMagazines ["handgrenade",2]; player addMagazines ["1Rnd_HE_Grenade_shell",8]; player addMagazines ["1Rnd_Smoke_Grenade_shell",4]; // Rifle player addWeapon "arifle_MX_GL_F"; // Handgun player addWeapon "hgun_P07_F"; // Uniform [[player, {_this addUniform "U_I_CombatUniform"}], "BIS_fnc_spawn", true] call BIS_fnc_MP; player addItem "FirstAidKit"; player addItem "FirstAidKit"; player addItem "acc_flashlight"; player addItem "optic_ACO"; //Stuff player addWeapon "Binocular"; player unassignItem "ItemGPS"; player removeItem "ItemGPS"; }; Share this post Link to post Share on other sites
iceman77 18 Posted November 28, 2013 (edited) Are the units player controlled? Just asking to get that out of the way.. it sound ridiculous, but I had to ask. :) ---------- Post added at 10:51 ---------- Previous post was at 10:40 ---------- First thing I notice is that you're using call + sleep. Try getting rid of the sleeps in the loadout functions and report back. Or spawn the function(s) instead. (assuming your testing with players :)) Edited November 28, 2013 by Iceman77 Share this post Link to post Share on other sites
saetheer 9 Posted November 28, 2013 In editor: one is set as player, one is playable. Share this post Link to post Share on other sites
iceman77 18 Posted November 28, 2013 Okay, re-read post #96. I edited it. Also, you'd need to alter the script to work with AI. As it's for player loadouts. So if you're testing alone, you will have the loadout but the Ai will not. Share this post Link to post Share on other sites
saetheer 9 Posted November 30, 2013 Okay, re-read post #96. I edited it. Also, you'd need to alter the script to work with AI. As it's for player loadouts. So if you're testing alone, you will have the loadout but the Ai will not. In descripting I've done so AI wont controll playable units. I also have tested with a buddy. Do you have a working mission with this implemented iceman77? Share this post Link to post Share on other sites
iceman77 18 Posted November 30, 2013 Yeah, a few. I'll shoot you an example sometime in a bit. ---------- Post added at 10:24 ---------- Previous post was at 10:23 ---------- Did you take the sleep out of the function(s) or spawn the function instead of calling it? Share this post Link to post Share on other sites