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Found 3 results

  1. FullyAutoJuiceBox

    Custom Loadout Troubles

    I'm making an arena style deathmatch mission and am using 3 sides (west, east, guer). On mission start the guerilla loadout shows an error saying "guer" undefined variable in the initServer.sqf. here is how it is currently stated in the initServer.sqf [west, "WEST1"] call bis_fnc_addRespawnInventory; [west, "WEST2"] call bis_fnc_addRespawnInventory; [west, "WEST3"] call bis_fnc_addRespawnInventory; [east, "EAST1"] call bis_fnc_addRespawnInventory; [east, "EAST2"] call bis_fnc_addRespawnInventory; [east, "EAST3"] call bis_fnc_addRespawnInventory; [guer, "GUER1"] call bis_fnc_addRespawnInventory; [guer, "GUER2"] call bis_fnc_addRespawnInventory; [guer, "GUER3"] call bis_fnc_addRespawnInventory; ^all correspond with the CfgRespawnInventory in the description.ext. I am very confused because all other classes were fine until today I added a song and some pictures for aesthetics (I'm sure this is irrelevant). Now the only loadouts available to all sides is the guer loadouts and they are double. >EXAMPLE< guer Rifleman guer Rifleman guer Marksman guer Marksman etc.
  2. Hello everyone. I was wondering if it was possible to add a weapon like the PDW to a backpack in the CfgRespawnInventory class in the description.ext? As I want the player to choose from a set of roles, and do not want a script to be ran for one inventory type.
  3. Hey guys I am wondering on how you can edit pieces of the CfgRespawnInventory class outside the description.ext. This is what I have to start. I would think by having userweapon = "arifle_MXC_F"; in the description before the class CfgRespawnInventory and then editing weapons[] = {userweapon,"hgun_P07_F"}; or weapons[] = {"userweapon","hgun_P07_F"}; would have the same effect as the original but it doesn't seem to like that. Also if you guys would like to show me how to edit weapons[]=...... in script that would be amazing. Thanks ahead of time :)
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