shuko 59 Posted November 8, 2009 Since the switching gear stuff gets asked almost daily. Here is something related to it, a script to switch gear for multiple units. You can have any number of different gear sets (just add a new case inside the switch). Point of this is to cut down the work when using same loadout in different missions. One down side/known issue is that the changed gear does not show up in briefing. Instead, it is changed after it, when the mission actually begins. I don't think I'm the only one eager to hear a solution to this. SHK_gear.sqf Called from init.sqf [ ["AgentWest",[a1,a2,a3,a4]], ["Police",[p1,p2,p3,p4,p5,p6,p7,p8]], ["Fugitive",[f1,f2,f3,f4,c1,c2,c3]] ] execvm "SHK_gear.sqf"; In this example the unit arrays consist of named units, but you can pass for example (units myGrp) or whatever, as long as it returns an array of units. SHK_gear.sqf private ["_gear","_c"]; _gear = { private "_u"; _u = _this select 0; removeallweapons _u; switch (_this select 1) do { case "AgentWest": {_u addweapon "NVGoggles";_u addmagazine "30Rnd_556x45_G36";_u addmagazine "30Rnd_556x45_G36";_u addmagazine "30Rnd_556x45_G36";_u addmagazine "30Rnd_556x45_G36";_u addmagazine "30Rnd_556x45_G36";_u addmagazine "30Rnd_556x45_G36";_u removeweapon "NVGoggles";_u removeweapon "Binocular";_u addweapon "ItemGPS";_u addweapon "G36C";}; case "Police": {_u addweapon "NVGoggles";_u addmagazine "30Rnd_762x39_AK47";_u addmagazine "30Rnd_762x39_AK47";_u addmagazine "30Rnd_762x39_AK47";_u addmagazine "30Rnd_762x39_AK47";_u addmagazine "30Rnd_762x39_AK47";_u addmagazine "30Rnd_762x39_AK47";_u removeweapon "NVGoggles";_u removeweapon "Binocular";_u addweapon "AK_47_M";}; case "Fugitive": {_u addweapon "NVGoggles";_u addmagazine "30Rnd_762x39_AK47";_u addmagazine "30Rnd_762x39_AK47";_u addmagazine "30Rnd_762x39_AK47";_u addmagazine "30Rnd_762x39_AK47";_u addmagazine "30Rnd_762x39_AK47";_u addmagazine "30Rnd_762x39_AK47";_u removeweapon "NVGoggles";_u removeweapon "Binocular";_u addmagazine "PipeBomb";_u addweapon "AK_47_S";}; }; _u selectweapon (primaryweapon _u); }; waituntil {time > 0}; { _c = _x select 0; { if (!isnil "_x") then { if (local _x) then { [_x,_c] call _gear; }; }; } foreach (_x select 1); } foreach _this; Share this post Link to post Share on other sites