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Found 60 results

  1. Hi ! I suggest being able to open our loadout 3 by 3 to be even faster. For players like me who stock a large quantity this could be useful and faster for a big opening!
  2. I've used the Arma Reforger Tools for a few hundred hours and have made a modified version of C&H. I'm running into issues setting up the ability to save loadouts. I've referenced the conflict mode a few times to try and figure it out. I see that you need a playerarsenalloadout with the base player. I also see the components in the arsenal itself to addaction save loadout. I cant figure out why I'm unable to save the loadout once in game to be selected upon respawn. Could someone do a walkthrough on how to set this up? I'm sure it's some obvious thing I've missed, please help me out! Thanks.
  3. GF Set Custom Loadout Script - Mod by GEORGE FLOROS [GR] Description: GF Set Custom Loadout Script , Set your Custom Loadout to AI and Players. You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation / Usage: For usage instructions and information of how to use the GF Set Custom Loadout Script please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the initServer.sqf , to copy paste in your mission . https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colours to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ Notes: It is also included a mod version , posible to unpack and edit. It is possible to set the loadout also for the spawned units. There is an exclude list available or add in the init of a unit: this setVariable ["Var_GF_Set_Custom_Equipment", true]; More information inside the .sqf Credits and Thanks to : Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: v3.0 Added extended options , in order to spawn a different loadout for each side. Several Fixes. v2.0 Added files for : CUP mod , RHS mod , Unsung mod , with different variables for everyone. Full ACE3 mod list Added options for Ravage mod and ACE3 mod. Several fixes. v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40244 Armaholic GF Set Custom Loadout Script Informations about exlude or spawn : There is also available a Mod with userconfig to apply settings:
  4. I created a new faction according to the tutorial given in Arma Reforger: Faction Creation - Bohemia Interactive Community (bistudio.com), all units and spawn points are placeable, even the faction is available to select in scenario editor but when i go to the deployment setup in game there's no default loadout available. Does anyone know any way to fix it so my loadouts will show up in the deployment menu?
  5. I created a new faction according to the tutorial given in Arma Reforger: Faction Creation - Bohemia Interactive Community (bistudio.com), all units and spawn points are placeable, even the faction is available to select in scenario editor but when i go to the deployment setup in game there's no default loadout available. can someone tell me what to do so my loadouts will appear in deployment menu ?
  6. I've just made a new loadout that still had some space when it came to stamina but not inventory so i just wanted to add a rpg with a rocket already inside. Problem is everytime I load the loadout the rpg is empty and I don't know how to fix it. I tried looking at the text when exporting and as for is I understand the problem comes from the line "this addSecondaryWeaponItem "RPG7_F";" because it doesn't get saved I think. What bugs me the most is I have a couple Loadouts with single use launchers and they all work fine. Edit: I use a UGV as a backpack, if I change it it works. Is there a way to make it work with a UGV?
  7. Gruppe Adler Script Modules This is a list of modules that we built for various missions. All of them multiplayer and JIP proof. All of them easy to implement into your mission. Download and insert them manually, or use npm. More information on each module as well as installation, configuration and dependencies can be found on github. Most require CBA and ACE. grad-loadout - class based, reliable loadout system grad-leaveNotes - write notes on paper, pass them to other players, place them on the ground, compare handwriting grad-makeFire - build fires (if trees are near), add more wood to make it bigger, add leaves to make it smoke grad-listbuymenu - class based buy menu, very versatile, categories, pictures, descriptions, buy-permissions grad-moneymenu - money framework, can be used in conjunction with listbuymenu or standalone, give money to players, take money from (dead/captured) players, store money in containers, bank accounts grad-scoreboard - a dynamic scoreboard, displays what you give it, (does not save statistics for you) ------------------------------------------------------------------------------------------ GRAD Loadout GRAD Loadout is a class based loadout system that applies loadouts on missionstart based on unit type. Works on AI as well as players. Organizing loadouts in classes makes it very manageable and easy to read. Most importantly though, it means you can use inheritance. A medic can inherit his loadout from a rifleman and add a backpack full of medical equipment. Check out these loadouts for US Army soldiers with OCP camo as an example. class USOCP { class AllUnits { uniform = "rhs_uniform_cu_ocp"; vest = "rhsusf_iotv_ocp_Rifleman"; headgear = "rhsusf_ach_helmet_ocp"; primaryWeapon = "rhs_weap_m4a1_blockII_bk"; }; class Type { //Rifleman class Soldier_F { addItemsToUniform[] = { "ACE_MapTools", "ACE_EarPlugs" }; addItemsToVest[] = { LIST_2("HandGrenade"), LIST_8("30Rnd_556x45_Stanag") }; }; //Asst. Autorifleman class soldier_AAR_F: Soldier_F { backpack = "rhsusf_assault_eagleaiii_ocp"; addItemsToBackpack[] = { LIST_2("rhs_200rnd_556x45_M_SAW"), "rhsusf_100Rnd_556x45_M200_soft_pouch" }; }; }; }; ------------------------------------------------------------------------------------------ GRAD Leave Notes GRAD Leave Notes allows players to write messages on a notepad. Notes can then be placed on the ground, passed to other players or stored in (virtual) inventory. Notes that you found on the ground can be inspected for their handwriting. Every handwriting is represented by a font as well as a modifier+adjective combo. For example, on inspection a note's handwriting might show up as "very elegant". Now if you find another note with "very elegant" handwriting, you know that it was likely written by the same person. Number of notes that a players can write, or if a player can write note at all can be configured in mission config and with script commands. ------------------------------------------------------------------------------------------ GRAD Make Fire GRAD Make Fire allows players to build fires if there are trees nearby. More wood can be added once, making the fire bigger. Leaves can be added twice making the fire smoke. Fires will burn out after a certain time (configurable). An extinguished or burned out fire can be inspected, giving you information about the time since it went out (e.g. "The embers are still slightly glimming."). We are using this module in a TvT mission in which a downed pilot is to be rescued/captured by two opposing teams. The pilot can build these fires as a way to signal his position. ------------------------------------------------------------------------------------------ GRAD List Buymenu GRAD List Buymenu is a fully configurable buy menu supporting inventory items, weapons, vehicles, units or even your own script code. All of these can be given prices, categories, item stocks, descriptions and preview pictures. Multiple sets of buyables can be configured, giving you the possibility to buy different items at different locations. Inventory items will be either placed directly into the buyer's inventory, into the trader's cargo space or on the ground. Vehicles will be spawned at a suitable location nearby. Optionally you can set permissions on items, allowing you to control who can buy what. Here it is in action in an early version of an upcoming mission. Note that I have yet to configure the description of some of these items in the mission. GRAD List Buymenu also has the ability to track what users buy. Even across multiple missions. Admins can then use a chat command to view the statistics: An example of a config for this menu can be found here. class Items { displayName = "Items"; kindOf = "Items"; class ACE_fieldDressing { displayName = "Bandages (x10)"; description = "10 simple bandages in sterile packaging."; amount = 10; price = 100; stock = 40; }; }; class Vehicles { permissionLevel = 3; displayName = "Vehicles"; kindOf = "Vehicles"; spawnEmpty = 1; class rhsusf_m998_w_s_4dr_fulltop { condition = "uo_missionParam_ISWOODLAND"; displayName = "Commandvehicle"; description = "Functions as a backup respawn and buymenu access position."; price = 10000; stock = 1; code = "[_this select 2] call uo_fnc_setCommandVehicle;"; }; }; ------------------------------------------------------------------------------------------ GRAD Money Menu GRAD Money Menu can be used supplementary to GRAD List Buymenu, or as a standalone money system. It allows you to give money to players, take money from captive, surrendered, or dead players and store money in containers. Storage containers can have an owner or be accessible by everyone. Deposit and withdraw money at an ATM and do bank transfers to other players. Check your account at an ATM and see your latest receipts. Lots of pictures in the readme on github. ------------------------------------------------------------------------------------------ GRAD Scoreboard GRAD Scoreboard will take an array of statistics and display them for your in a nice and tidy dialog. It supports any number of columns and rows and will automatically adjust its size as well as the width of each column accordingly. It will try to find the local players name and highlight it. Below the actual scoreboard, you can optionally display a second dialog for additional statistics. Here it is with some fake statistics. Note that the winrates are unrounded. Rounding has to be done before feeding the array.
  8. So I've been looking for a way to do this for awhile now, but everything i try seems to come up as a dead end. Basically, in game you can drag a backpack into the backpack your character is wearing just fine, but if you save that as a loadout, the arsenal refuses to load the loadout with the additional backpack inside your backpack. I have tried both saving and loading loadouts via the in game UI, and also exporting and importing loadouts from a text file via the in game UI. What I'm basically trying to do is be able to set up a player with a bergen bag that contains a UGV backpack plus other misc gear, and I know the bergen bag has the capacity to do this because you can fit all of what i want in there in game via dragging and dropping in the inventory. I'm trying to make this work through the arsenal so that we can use this loadout in dynamic recon ops, as in those missions you go straight from an arsenal menu to HALO jumping into the mission. I'd like to avoid giving anyone the ability to just blatantly spawn in additional equipment once the mission has started, hence why I'm trying to see if this can be done in the arsenal. Has anyone done anything like this? Just for context, the most scripting I've ever done in arma was to copy and paste a line of code into a crate's init field to make it a virtual arsenal, so I'm not what you what call knowledgeable in this area. Thanks for any help you can provide!
  9. Hi I hope you're doing well. I have a problem with a Jet from a mod : the Rafale from the AMF ( french army ) mod. When it comes to JDAM/GBU strike, its a nightmare. The Locking/targeting cone is very small, and the pod is "locked" : once you reach the point you're locked on, when you're above it, the pod won't be able to keep locked on that point, like if it was not able to rotate more. I would like to know if and how its possible to modify that, like Can WE give it the same values and pod as the A164 Wipeout for example ? Thank you for your help
  10. GOM_fnc_aircraftLoadout V1.35 by Grumpy Old Man Features: Change serial (tail) number on compatible aircraft (currently supported: Gryphon, Shikra and Black Wasp) Change pylon priority (makes multiple pylons act as a single weapon if they have the same priority) Works with all addon aircrafts with properly configured pylons Preset function to save presets and load them, mission/server independent deleting a preset works only when holding down CTRL to prevent mishaps Option to set pylon ownership to either gunner or pilot, also works with presets Change the livery of the aircraft if it's configured for one Allows certain players to modify aircraft loadouts, as well as rearm the pylons and repair/refuel the aircraft Can be restricted to work only if fuel/ammo/repair sources are within 50m of the object holding the menu You can simultaneously only refuel as many aircraft as you have fuel sources Can sort for compatible weapons or allow to mount all weapons on all pylons Ability to set reporting, receiving of remote targets and own position One click to clear all pylons if you changed your mind Can be operated by a lone pilot or a designated logistics crew Multiple players can install multiple pylons on the same plane, one pylon at a time Pylon installation will take some time, depending on mag size (twin cannons or gatlings will install faster than a 12 missile dagr pod) Rearming with engines on How to use this script: Unpack the downloaded .rar and check out the demo mission. Copy the file structure besides init.sqf and mission.sqm into your own mission. Don't forget to back up before overwriting any files! Functions for mission makers: List of commands used by remoteExec (changed in 1.33😞 Read: The addAction on objects will only show up if the players weapon is lowered. Make sure you have aircraft placed that are dynamic loadout compatible (especially for missions made pre 1.70!). The script now by default needs to have at least one ammo source, repair source or fuel source within 50m of the object that is holding the loadout menu. The respective options will be greyed out otherwise. This can be changed however. Simply adjust the variables in the of GOM_fnc_aircraftLoadoutParameters.sqf to your liking, the comments tell you what each variable does. (!) Check out the included mission file on how to add this menu to objects, players or triggers, dedicated server and local hosted server compatible. Aircraft Loadout V1.35 Download Known issues: If you encounter any errors please send me a PM containing details (screenshots,.rpt,error messages etc). If you encounter vehicle resources not working with ACE3 check out the functions for mission makers section above. Changelog: V1.35 Fixed: Players are no longer able to load presets created with a different pylon restriction setting, thanks @magicsrp Due to this change all presets needed to be reset V1.342 (Most likely) Fixed: Error with CUP Aircraft not returning getAllHitPointsDamage V1.341 Fixed: "Unknown attribute t" .rpt spam, thanks @magicsrp Previous changes: 10.07.2021: Added the file to google drive, so it should be permanent. Also removed the armaholic link. RIP. Enjoy
  11. In a game of Warlords, you aren't able to put on UAV bags or mortar tubes for balance reasons. Even if I load a pre-made loadout with a mortar tube or other illegal item, I'm unable to put it on my character. However, in custom missions, you're still able to load loadouts that have items not shown in the arsenal or otherwise not meant to be used. Is there a way I can implement the same loadout restriction from Warlords into my own custom mission? Or is this just a quirk from an official gamemode like the Warlords buy menu (which I would also like to see if there is a way I can add that to my missions 👀)?
  12. Good day, I am having trouble with getUnitLoadout and setUnitLoadout functions. I want to make it so that when players respawn, they have the same loadout like they did before they died/respawned. But in some cases it removes the primary and secondary weapons. I am using the code below: //In onPlayerKilled.sqf I have: player setVariable ["Saved_Loadout",getUnitLoadout player]; //In onPlayerRespawn.sqf I have: player setUnitLoadout (player getVariable ["Saved_Loadout",[]]); It works when players respawn through the menu. But the problem is when they are shot and go into the incapacitated animation (I have revive enabled). I assume that when you go into the incapacitated state you lose your weapons, and then it saves your loadout when you "Hold space" to respawn. So technically you did not have a weapon when the script saved your loadout. I was thinking that the "getUnitLoadout" function should be triggered just before you go into the incapacitated state, but I am not sure how to do that. Maybe check if the player's health is below 10%? Any help would be appreciated. -MrSydney
  13. Screenshots of what is happening: https://imgur.com/gallery/Cu1YUHX I cannot figure out how to get regular units to appear in the Respawn > Loadouts tab of the Zeus menu, on community maps. They appear just fine on Bohemia's default Zeus missions, but on any Zeus mission made by myself or the community the loadout screen stays blank. This is very annoying when wanting to play scenarios in Total Conversion mods, where I'd like my players to be able to respawn as various units from the mod's available roster. (Space Marines in There Is Only War, Stormtroopers in SW: Opposition, etc). Any help would be greatly appreciated.
  14. Hey all, In the last update (1.60) that introduced some new respawn menu features, I have my own respawn loadout role defined. However, there seems to be a default "rifleman" role that's always there which I can't figure out how to get rid of. The wiki states: "Mission designer can use roles already created in the game config, or custom roles can be defined in description.ext file." https://community.bistudio.com/wiki/Arma_3_Respawn:_New_Respawn_Screen But it does not describe how to use only custom and not pre-existing roles. Image below: My custom role that I want is "Insurgents". The role that won't go away is "rifleman" Thanks for any help.
  15. where do I go to remove Loadouts I no longer use?
  16. Good morning guys (or good afternoon or good night)! I'm trying to create my first mission using scripts to spawn enemies, but I would like to make them spawn with random weapons and equipment. I looked in a few places for some references I could use and came up with this script I'm working on. However, I am having two problems with the script. The first is that enemies are spawning with the same weapons instead of random weapons. The second is that when they spawn they don't have ammo. Can anyone tell me what I'm doing wrong in the script and how can I fix it? Here's the script I'm using: private ["_group1","_spawnTes4","_weaponPrimary","_weaponSecondary","_magazinePrimary","_magazineSecondary"]; // Group 1 _group1 = ["CUP_O_RU_Soldier_TL_M_EMR","CUP_O_RU_Soldier_M_EMR","CUP_O_RU_Soldier_M_EMR","CUP_O_RU_Crew_M_EMR","CUP_O_RU_Medic_M_EMR","CUP_O_RU_Soldier_AR_M_EMR","CUP_O_RU_Soldier_Marksman_M_EMR"]; _spawnTes4 = "spawn4"; _group1 = [getMarkerPos _spawnTes4, EAST, _group1] call BIS_fnc_spawnGroup; [_group1, getMarkerpos "spawn3"] call BIS_fnc_taskDefend; _group1 setBehaviour (["STEALTH","SAFE"] call BIS_fnc_selectRandom); // Skill { _x setSkill ["spotDistance",0.8]; _x setSkill ["aimingShake",0.6]; _x setSkill ["spotTime",0.65]; } forEach (units _group1); _group1 allowFleeing 0; // Loadout _weaponPrimary = selectRandom [ "arifle_MX_F", "arifle_Katiba_F", "srifle_DMR_01_F", "SMG_01_F", "arifle_MX_khk_F", "arifle_AK12_F", "arifle_AKM_F", "srifle_DMR_07_blk_F", "LMG_Mk200_F", "LMG_Zafir_F" ]; _weaponSecondary = selectRandom [ "hgun_Rook40_F", "hgun_ACPC2_snds_F", "hgun_PDW2000_F", "hgun_P07_khk_F" ]; _magazinePrimary = getArray (configFile >> "CfgWeapons" >> _weaponPrimary >> "magazines"); _magazineSecondary = getArray (configFile >> "CfgWeapons" >> _weaponSecondary >> "magazines"); { removeAllWeapons _x; removeAllItems _x; removeAllAssignedItems _x; removeUniform _x; removeVest _x; removeBackpack _x; removeHeadgear _x; removeGoggles _x; _x removeItem "NVGoggles"; _x unassignItem "NVGoggles"; _x addWeapon _weaponPrimary; _x addPrimaryWeaponItem (selectRandom ["","","optic_Yorris","optic_MRD","CUP_optic_Kobra","optic_Aco","optic_ACO_grn","optic_Aco_smg","optic_ACO_grn_smg","CUP_optic_SB_11_4x20_PM","optic_Holosight","optic_Holosight_smg","optic_Arco","optic_Hamr","optic_Arco_AK_blk_F","optic_Arco_blk_F","optic_ERCO_blk_F","optic_MRCO","CUP_optic_PechenegScope","CUP_optic_PSO_1","CUP_optic_PSO_1_AK","optic_DMS","optic_SOS","CUP_optic_LeupoldMk4","optic_AMS","optic_KHS_blk","CUP_optic_PSO_1_1","CUP_optic_PSO_3"]); _x addPrimaryWeaponItem (selectRandom ["","","acc_flashlight","acc_flashlight_smg_01","acc_flashlight_pistol","CUP_acc_ANPEQ_15_Black","acc_pointer_IR","muzzle_snds_L","CUP_muzzle_snds_MicroUzi","muzzle_snds_M","CUP_muzzle_snds_KZRZP_AK545","muzzle_snds_H","CUP_muzzle_snds_KZRZP_AK762","muzzle_snds_B","CUP_muzzle_snds_KZRZP_SVD","CUP_muzzle_snds_SCAR_H","muzzle_snds_338_black","CUP_muzzle_snds_AWM","bipod_01_F_blk","bipod_02_F_blk","bipod_03_F_blk","bipod_02_F_lush","CUP_optic_ekp_8_02"]); //_x enableGunLights "forceOn"; _x addWeapon _weaponSecondary; _x forceAddUniform (selectRandom ["U_O_R_Gorka_01_camo_F","U_O_R_Gorka_01_black_F","U_O_R_Gorka_01_brown_F","U_O_R_Gorka_01_camo_F"]); //for "_i" from 1 to 4 do {_x addItemToUniform _magazinePrimary}; //for "_i" from 1 to 4 do {_x addItemToUniform _magazineSecondary}; _x addVest (selectRandom ["","V_Rangemaster_belt","V_BandollierB_blk","V_HarnessOSpec_gry","V_TacVest_blk_POLICE","V_Press_F","V_PlateCarrierIA1_dgtl","V_PlateCarrier1_rgr","V_PlateCarrier2_blk","V_SmershVest_01_F","V_Chestrig_khk","V_TacVest_oli","V_TacChestrig_oli_F","V_HarnessOGL_ghex_F"]); for "_i" from 1 to 4 do {_x addItemToUniform _magazinePrimary}; for "_i" from 1 to 4 do {_x addItemToVest _magazineSecondary}; _x addBackpack (selectRandom ["","","B_AssaultPack_blk","B_Bergen_blk","B_Carryall_oucamo","B_FieldPack_oucamo","B_Kitbag_rgr_Exp","B_AssaultPack_mcamo_AA"]); for "_i" from 1 to 4 do {_x addItemToBackpack _magazinePrimary}; for "_i" from 1 to 4 do {_x addItemToBackpack _magazineSecondary}; //_x addHeadgear ""; //_x addGoggles ""; _x linkItem "ItemMap"; _x linkItem "ItemCompass"; _x linkItem "ItemWatch"; _x linkItem "ItemRadio"; //_x linkItem "ItemGPS"; }forEach (units _group1); I tried using the BIS_fnc_addWeapon function and it worked for random weapons, but it didn't work for ammo, here's the example I used: [_x, (selectRandom [ "arifle_MX_F","arifle_Katiba_F","srifle_DMR_01_F","SMG_01_F","arifle_MX_khk_F","arifle_AK12_F","arifle_AKM_F","srifle_DMR_07_blk_F","LMG_Mk200_F","LMG_Zafir_F",3])] call BIS_fnc_addWeapon;
  17. https://github.com/Crito-VanaheimServers/Bambi-Loadout Loadout script with player UID's or respect based with randomized weapon tiers. INSTALLATION: Put the ExileServer_object_player_createBambi.sqf inside a folder named custom and place it into your mission.map.pbo or if you already have a custom folder in your mission.map.pbo then just paste this file into it. Next you need to add the following code to the custom code section of your config.cpp file found in your mission.map.pbo. ExileServer_object_player_createBambi = "custom\ExileServer_object_player_createBambi.sqf"; ABOUT THIS SCRIPT AND HOW IT ALL WORKS. In this script you will find 4 weapons tiers that you can change or add any weapons in each tier to your liking. Below the weapon tiers are 5 loaduts based on Player UID's. This is where you will put together a loadout that only 1 player is able to spawn in with and no one else. Below the 5 UID based loadouts you will find the loadouts based off of player respect. If the player does not have a UID assigned to loadout in the UID loadout section then they will automatically be using the respect based loadouts. In each respect based loadout you will notice there is no specific weapon or ammo assigned to the loadouts. That is what This line of code is for [_bambiPlayer,_Tier1PrimaryWeapons,3] call bis_fnc_addWeapon; _Tier1PrimaryWeapons points to the weapon tier that will randomly be selected for the player and the ammo will automatically be given for whatever weapon they end up with. ,3] is the number of magazines you want the player to have when they spawn in, but if you give them alot of ammo you need to make sure you give them the ability to carry all ammo and items you can not give them a uniform and no vest or backpack and expect them to carry 10 magazines and food, water, ect. if weapons added to the weapon tiers do not support the attachments in the random attachments it will still work the gun will be givin but it will ignore the attachments portion. To add a specific weapon to loadout just replace _Tier1PrimaryWeapons in [_bambiPlayer,_Tier1PrimaryWeapons,3] with a specific weapon enclosed in quotes. 12/1/2020 Added Randomization of weapon attachments.
  18. Hello guys, ı have been trying to change some of the loadouts of game classes such as rifleman, grenadier, and medic with a different weapon that is already in-game. How can I do this? Whenever ı edit the regarding config.bin files with Editpad+ it just doesn't work, it gives me out of memory errors and it doesn't really work. Am ı missing something or just doing it wrong please show me the true way for config_men loadout customization. Please help me to fix this annoying issue, ı just want to spawn "rifleman" with m4 without needing to write any codes to the Initialization sector.
  19. I need some help for respawn loadouts. I'll make a server for me n my crew play and enjoy it. I make the base, vehicel respanws, put the player slots set up the server. Everythign was fine but respawn it have a problem. I change the player special states "enable stamina off" ofcourse. Put the infantry respawn module set delay bla bla.. Whatever. when i test in game to respawn i killed myself with a granade and force respawn screen come on my screen. I'll hold the space bar and forced respawn has correct work. But when i dead and take respawn my character has reset, reset loadout, reset my edits, everything have reseted on player. I'll try that scripts on server file; initPlayerLocal.sqf pLoadout = getUnitLoadout player; onPlayerRespawn.sqf player setUnitLoadout pLoadout; This does not work and i search some different scripts and find this; PlayerKilled [player, [missionNamespace, "inventory_var"]] call BIS_fnc_saveInventory; PlayerRespawn [player, [missionNamespace, "inventory_var"]] call BIS_fnc_loadInventory; but this scripts not work maybe make mistakes but dont think so. How can i fix this issiue????
  20. WEAR WHAT YOU WANT Hi all, Fed up with the cloth restriction? You can kill civilians but not wear their clothes! You want to infiltrate enemy player places but you can't wear their uniforms. You can't count the threads about forceAddUniform with any interest in game, except for some specific action... If you want to wear what you find on corpses, crates, or ground.. just add the following code for each allowed players (initPlayerLocal.sqf seems great). Just make sure player is already defined. version Mar 13th 2018 updated 21/06/18 UPDATED: new version 20/12/2019 Corrected 25/06/2020 on Larry0503 feedback for uniforms with multiple classes (present in all sides) parameters: NONE fnc_otherUnif = { params ["_type","_return"]; if (_type == 0) exitWith { MGI_button = _return #1; false }; if (_type == 1 and !isnil "MGI_button" && {MGI_button == 1}) then { disableSerialization; _control = _return select 0; _index = _return select 1; private _idc = ctrlIDC _control; private _text = lbText [_idc, _index]; private _picture = lbPicture [_idc,_index]; private _uniforms = ("getText (_x >> 'displayName') == _text && getNumber (_x >> 'ItemInfo' >> 'type') == 801" configClasses (configFile >> "CfgWeapons")); if (_uniforms isEqualType [] && {!(_uniforms isEqualTo [])}) then { [_idc,_text,_picture,_index,_uniforms] spawn { params ["_idc","_text","_picture","_index","_uniforms",["_selectedUnif",""],"_unifConts",["_uniformObject",objNull],"_otherItems","_g0"]; private _currentUnif = uniform player; private _currentInvent = uniformItems player; _currentInvent = (_currentInvent arrayIntersect _currentInvent) apply {private _v= _x;[_x]+[{_v isEqualTo _x} count _currentInvent]}; private _selectedUnif = ((_uniforms select {toLower (gettext (_x >> "picture")) splitString "\"joinString "\" == _picture}) apply {configName _x}); if (_selectedUnif isEqualTo []) exitWith {}; if !(pl_container isKindOf "CAManBase") then { _unifConts = (everyContainer pl_container select {getNumber (configFile >> "CfgWeapons" >> _x #0 >> 'ItemInfo' >> 'type') == 801}); _uniformObject = objNull; private ["_cnt","_selectedCfg"]; scopeName "main"; for "_i" from 0 to count _selectedUnif -1 do { _cnt = 0; _selectedCfg = _selectedUnif #_i; for "_j" from 0 to _index do { if (lbText [_idc,_j] == _text) then { _cnt = _cnt +1; _uniformObject = _unifConts select {_selectedCfg == (_x #0)} select (_cnt -1) select 1; if (!isnil "_uniformObject" && {!isNull _uniformObject}) then { _selectedUnif = _selectedCfg; breakTo "main" }; }; }; _uniformObject = objNull; }; } else { _selectedUnif = _selectedUnif #0; _uniformObject = uniformContainer pl_container }; if (!isNull _uniformObject && !(player isUniformAllowed _selectedUnif)) then { private _itemsAndMags = (_uniformObject call MGI_orderItsAndMgs) params ["_selectedItems","_selectedMags"]; if !(pl_container isKindOf "CAmanbase" or isNull pl_container) then { private _its = getItemCargo pl_container; private _mgs = magazinesAmmoCargo pl_container; private _unifItems = _unifConts apply {_x #0}; private _vestConts = (everyContainer pl_container select {getNumber (configFile >> "CfgWeapons" >> _x #0 >> 'ItemInfo' >> 'type') == 701}); private _vestItems = _vestConts apply {_x #0}; _otherItems = +(_its #0) - _unifItems - _vestItems; _otherItems = _otherItems apply {[_x,_its #1#(_its #0 find _x)]}; private _conts = _unifConts + _vestConts; for '_i' from 0 to count _Conts -1 do { if (_conts #_i #1 == _uniformObject) exitWith { _conts deleteAt _i }; }; pl_container setVariable ["MGIallContForWear",[]]; { private _itsAndMgs = ((_x #1) call MGI_orderItsAndMgs) params ["_its","_mgs"]; (pl_container getVariable "MGIallContForWear") pushBack [_x #0,_its,_mgs]; } forEach _conts; _g0 = pl_container; clearItemCargoGlobal _g0; } else { _g0 = createVehicle ['WeaponHolderSimulated_Scripted', (player modelToWorld [0,1,1]), [], 0, 'CAN_COLLIDE'] }; player forceAddUniform _selectedUnif; private _unif = uniformContainer player; {_unif addItemCargoGlobal [_x#0,_x#1]} count _selectedItems; {_unif addMagazineAmmoCargo [_x#0,_x#2,_x#1]} count _selectedMags; call { if (pl_container isKindOf "CAManBase") exitWith { removeUniform pl_container }; { _x params ["_cont",["_it",[]],["_mag",[]]]; pl_container addItemCargoGlobal [_cont,1]; private _createdCont = pl_container call MGI_lastCont; {_createdCont addItemCargoGlobal [_x#0,_x#1]} count _it; {_createdCont addMagazineAmmoCargo [_x#0,_x#2,_x#1]} count _mag; } forEach (pl_container getVariable "MGIallContForWear"); {_g0 addItemCargoGlobal [_x #0,_x #1]} forEach _otherItems; }; _g0 addItemCargoGlobal [_currentUnif,1]; _lastCont = _g0 call MGI_lastCont; {_lastCont addItemCargoGlobal [_x #0,_x #1]} forEach _currentInvent; if (_g0 isKindOf "WeaponHolderSimulated" && {(count itemCargo _g0 + count magazineCargo _g0 + count weaponCargo _g0 + count backpackCargo _g0) == 0}) then { deleteVehicle _g0 }; }; }; }; MGI_button = 0; false }; }; MGI_orderItsAndMgs = compileFinal " params [['_uniformObject', objNull,[objNull]]]; private _items = getItemCargo _uniformObject; private _mags = magazinesAmmoCargo _uniformObject; private _selectedItems = (_items #0) apply {[_x,_items #1#(_items #0 find _x)]}; private _selectedMags = (_mags arrayintersect _mags) apply {private _v= _x;_x+[{_v isEqualTo _x} count _mags]}; [_selectedItems,_selectedMags]; "; MGI_lastCont = compileFinal " params [['_cont',objNull]]; private '_lastCont'; _invent = (everyContainer _cont - (everyBackpack _cont apply {[typeOf _x,_x]})); if !(_invent isEqualTo []) then { _lastCont = _invent select (count _invent -1) select 1; } else { _lastCont = _cont; }; _lastCont "; player addEventHandler ["InventoryOpened", { params ["_unit", "_container"]; pl_container = _container; [] spawn { waitUntil {!(isNull findDisplay 602)}; disableSerialization; {(findDisplay 602 displayCtrl _x) ctrlAddEventHandler ["MouseButtonClick", "[0,_this] call fnc_otherUnif"]} forEach [632,640]; {(findDisplay 602 displayCtrl _x) ctrlAddEventHandler ["LBSelChanged", "[1,_this] spawn fnc_otherUnif"]} forEach [632,640]; }; }]; USAGE: just right click on uniform you want to wear. NOTE: seems a long code for forcing to wear a uniform? Just feel free to optimize without downgrading a working code on crates, corpses, or ground without multiplying gears or losing items...
  21. So I've been trying to write a script to automatically set loadouts for any units on the blufor side, so i wouldn't have to set the loadout every time i switch some stuff around in the Mission. The Script also checks what type of unit it is (e.g. "B_Soldier_SL_F") and selects a loadout accordingly. This is my script so far: params [["_this", objNull, [objNull]]]; removeAllWeapons _this; removeAllItems _this; removeAllAssignedItems _this; removeUniform _this; removeVest _this; removeBackpack _this; removeHeadgear _this; removeGoggles _this; _this setSpeaker "Male05ENGB"; _this setFace selectRandom ["WhiteHead_03", "WhiteHead_14", "WhiteHead_04"]; switch (typeOf _this) do{ case "B_Soldier_SL_F"; case "B_Soldier_TL_F": {call FNC_Leader;}; case "B_Soldier_F": {call selectRandom [FNC_Soldier_FAL, FNC_Soldier_LEE, FNC_Soldier_LEE];}; case "B_Sharpshooter_F": {call FNC_Sharpshooter;}; case "B_medic_F": {call FNC_Medic;}; }; exit; FNC_Leader = { //Add Weapons _this addWeapon "CUP_arifle_SR3M_Vikhr"; _this addPrimaryWeaponItem "CUP_30Rnd_9x39_SP5_VIKHR_M"; _this addWeapon "CUP_hgun_Colt1911"; _this addHandgunItem "CUP_7Rnd_45ACP_1911"; //Add containers _this forceAddUniform "U_BG_Guerrilla_6_1"; _this addVest "V_HarnessO_brn"; //Add binoculars _this addWeapon "Binocular"; //Add items to containers for "_i" from 1 to 2 do {_this addItemToUniform "FirstAidKit";}; _this addItemToUniform "CUP_7Rnd_45ACP_1911"; for "_i" from 1 to 2 do {_this addItemToVest "rhs_grenade_mkii_mag";}; for "_i" from 1 to 4 do {_this addItemToVest "CUP_30Rnd_9x39_SP5_VIKHR_M";}; for "_i" from 1 to 2 do {_this addItemToVest "CUP_7Rnd_45ACP_1911";}; _this addHeadgear "rhsgref_un_beret"; _this addGoggles "CUP_G_PMC_RadioHeadset"; //Add items _this linkItem "ItemMap"; _this linkItem "ItemCompass"; _this linkItem "ItemWatch"; }; FNC_Soldier_LEE = { //Add weapons _this addWeapon "CUP_srifle_LeeEnfield"; _this addPrimaryWeaponItem "CUP_10x_303_M"; //Add containers _this forceAddUniform "U_BG_Guerrilla_6_1"; _this addVest "V_HarnessO_brn"; //Add items to containers for "_i" from 1 to 2 do {_this addItemToUniform "FirstAidKit";}; for "_i" from 1 to 2 do {_this addItemToVest "rhs_grenade_mkii_mag";}; for "_i" from 1 to 10 do {_this addItemToVest "CUP_10x_303_M";}; _this addHeadgear "rhsgref_un_beret"; //Add items _this linkItem "ItemMap"; _this linkItem "ItemCompass"; _this linkItem "ItemWatch"; }; FNC_Soldier_FAL = { //Add weapons _this addWeapon "CUP_arifle_FNFAL5060"; _this addPrimaryWeaponItem "CUP_20Rnd_762x51_FNFAL_M"; //Add containers _this forceAddUniform "U_BG_Guerrilla_6_1"; _this addVest "V_HarnessO_brn"; //Add items to containers for "_i" from 1 to 2 do {_this addItemToUniform "FirstAidKit";}; for "_i" from 1 to 2 do {_this addItemToVest "rhs_grenade_mkii_mag";}; for "_i" from 1 to 5 do {_this addItemToVest "CUP_20Rnd_762x51_FNFAL_M";}; _this addHeadgear "rhsgref_un_beret"; //Add items _this linkItem "ItemMap"; _this linkItem "ItemCompass"; _this linkItem "ItemWatch"; }; FNC_Sharpshooter = { //Add weapons _this addWeapon "CUP_srifle_LeeEnfield"; _this addPrimaryWeaponItem "CUP_optic_no23mk2"; _this addPrimaryWeaponItem "CUP_10x_303_M"; //Add containers _this forceAddUniform "U_BG_Guerrilla_6_1"; _this addVest "V_HarnessO_brn"; //Add items to containers for "_i" from 1 to 2 do {_this addItemToUniform "FirstAidKit";}; for "_i" from 1 to 2 do {_this addItemToVest "rhs_grenade_mkii_mag";}; for "_i" from 1 to 10 do {_this addItemToVest "CUP_10x_303_M";}; _this addHeadgear "rhsgref_un_beret"; //Add items _this linkItem "ItemMap"; _this linkItem "ItemCompass"; _this linkItem "ItemWatch"; }; FNC_Medic = { //Add weapons _this addWeapon "CUP_srifle_LeeEnfield"; _this addPrimaryWeaponItem "CUP_10x_303_M"; //Add containers _this forceAddUniform "U_BG_Guerrilla_6_1"; _this addVest "V_HarnessO_brn"; _this addBackpack "B_TacticalPack_oli"; //Add items to containers for "_i" from 1 to 2 do {_this addItemToUniform "FirstAidKit";}; for "_i" from 1 to 2 do {_this addItemToVest "rhs_grenade_mkii_mag";}; for "_i" from 1 to 8 do {_this addItemToVest "CUP_10x_303_M";}; _this addItemToBackpack "Medikit"; for "_i" from 1 to 10 do {_this addItemToBackpack "FirstAidKit";}; _this addHeadgear "rhsgref_un_beret"; //Add items _this linkItem "ItemMap"; _this linkItem "ItemCompass"; _this linkItem "ItemWatch"; }; Now, the problem i run into is that for some odd reason one unit ends up with just it's underwear. So i suppose it must have an error at the switch-do structure, but i don't get why. I'm calling this from a Trigger and the code there is: {if ((side _x) == west) then {[_x] call Orders_fnc_loadUnit;}} forEach allUnits; and the Orders_fnc_loadUnit function looks like this: params [["_this", objNull, [objNull]]]; switch (side _this) do{ case west: {[_this] execVM "units\west.sqf";}; case independent: {[_this] execVM "units\independent.sqf";}; }; I also plan on turning this into a multiplayer mission at some point, so any tipps regarding that would be very much appreciated as well. Cheers
  22. ZeroAinz

    ZLoadOut

    Description : Small ingame loadout cheanger for planes and helicopters, save and load custom presets In game '?' is only in english, if some one know english and russian perfectly any help will be accepted How to import it in your map/scenario? Just add following text in files, and obviously files downloaded -description.ext class CfgFunctions { #include "ZLoad\functions.hpp" }; #include "Zload\defines.hpp" #include "Zload\dialogLoadout.hpp" #include "Zload\dialogHelp.hpp" #include "Zload\dialogSave.hpp" -initPlayerLocal.sqf [player,"MarkerNameFromEDITOR",20] spawn zlo_fnc_CreateZone;//[PLAYER,MARKERNAME,RADIUS] -onPlayerRespawn.sqf [player,"MarkerNameFromEDITOR",20] spawn zlo_fnc_CreateZone;//[PLAYER,MARKERNAME,RADIUS] -stringtable.xml just add all from file in mission to your stringable.xml(if exists, else just put in your mission folder) -in editor add marker to use in scripts, it will be the marker near the menu will apear (ps:sorry for my bad english) Exemple : _Radius_From_center = 20; [_OBJ_TO_ADD_ACTION,"Zone_Center",_Radius_From_center] spawn zlo_fnc_CreateZone; #v1.0 First Release Download <-> Steam Workshop
  23. Hello everyone! I am currently messing around in the config files of our of our custom mods, and I have been wondering if it would be posssible to make one of our smaller primaries (an SMG, say) equippable as a sidearm. I am fairly inexperienced with configs and scripting (so far I can change values and display names), but my guess would be there must be something that can be changed in order to achieve that? Thank you all who take the time to read this, and have a great day!
  24. Hello, everyone! I have spent a whole day to create my first self-made mod, using Drongo's Config Generator. I suppose you know you can create your own faction with it. I tried to create groups under F2 in the editor, but I suppose I have done something wrong. I even tried to convert both .cpp files into .PBO files, using 2 different subfolders into the Addons folder. It somehow didn't work for me, I wasn't able to find the Addons folder - it was missing, the file was corrupted, when there was an extra .PBO file outside the main Addons folder etc. So, I decided to create a mod only using units under F1 with 2 categories - Men and Cars. 1st issue - all drivers in the vehicles are snipers. I guess I can fix that by making him a lower rank, instead of lieutenant, which rank, according to Drongo's description, makes the current class a crew member of mechanized/motorized units and vehicles. If I make him higher rank, he'd be an APC crew or a tank crew member. 2nd issue - if I manage to fix the first one, how exactly should I update the mod itself, instead of reuploading it again? I guess this should be a faster solution. There's a program, called Game Updater, is it the correct one? 3rd issue - this is the main reason to post this topic! The mod contains 6 different AI classes. They are all loaded with their full gear and ammo. The Breacher class has no ammo for the main and secondary weapon, and also has no grenades, although all the classes are loaded with 14 grenades (7 types of grenades x 2). What could be the problem and how would I fix it? I will definitely open the scenario again and check the Breacher class loadout, but I know it's completely loaded with ammo. I have copied another AI to rework this one. I use custom mods for their main weapons, which you can see in the link below. The problem could be caused by this: the UTS-15 shotgun always starts to load up its ammo when you start the mission first, they are not pre-loaded on the start. But I am sure it's not that because my secondary weapon has no ammo inside of it and in the inventory as well. And, as I said before, no grenades are included, which is also weird. This is the LINK to my mod in the workshop. Thank you in advance!
  25. GF Exported Loadouts Script - Mod by GEORGE FLOROS [GR] Description: GF Exported Loadouts Script - Mod , load your exported loadouts on random to ai and / or players. You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation / Usage: For usage instructions and information of how to use the GF Exported Loadouts Script - Mod please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the initServer.sqf , to copy paste in your mission. https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colors to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ Notes: GF Exported Loadouts Script - Mod , load your exported loadouts on random to ai and / or players. It will also work for spawned units. There is an exclude list available or add in the init of a unit: this setVariable ["Var_GF_Exported_Loadouts", true]; It is also included a mod version , posible to unpack and edit. Credits and Thanks to : Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: 3.0 The code is completely reworked , in order to be more user friendly , clear and readable . Everything now is easier and sorted also to different sides , including also more available settings. 2.1 Added some extra options. v2.0 Added an option to change certain loadouts , or random to certain type of unit. Added three examples , rifleman , sniper and every other unit. v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=40336 Armaholic GF Exported Loadouts Script - Mod
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