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Found 10 results

  1. I am making a storage system that will take items from a crate and store them in an array. Where im having some trouble is when I convert the classname to displayname to display in the listbox, When the player selects the listbox displayname I have to convert the displayname back to classname and end up getting a different classname then what goes in. If I input "U_BG_Guerilla2_2" whos displayname is "Guerilla Outfit (Pattern)" into private _classname = "getText (_x >> 'displayName') == _this" configClasses (configFile >> "cfgWeapons"); if (count _classname > 0) exitWith {configName (_classname select 0)}; _classname = "getText (_x >> 'displayName') == _this" configClasses (configFile >> "cfgMagazines"); if (count _classname > 0) exitWith {configName (_classname select 0)}; _classname = "getText (_x >> 'displayName') == _this" configClasses (configFile >> "cfgVehicles"); if (count _classname > 0) exitWith {configName (_classname select 0)}; _classname It will return "U_IG_Guerilla2_2" instead of "U_BG_Guerilla2_2". I have tried using [configFile >> "cfgWeapons" >> _classname, true] call BIS_fnc_returnParents; but returns ["U_IG_Guerilla2_2","Uniform_Base","ItemCore","Default"]. This seems to be a problem with vanilla arma gear because any RHS gear I use it on returns the same classname. If anyone has any ideas I appreciate the help.
  2. Just collecting classnames and putting it into format for use: ALL CUP Weapons (with attachments): CUP Weapons (without/with very limited Attachments)
  3. I need help spawning a single classname specific infantry unit from a spawn AI module for sector control. Is there a script I need for the init box? Or is there a particular way I need to format a list of classnames in the blacklisted groups box? What I'm trying to do is have a particular spawn module spawn 1 single AI infantry unit of my choice (IE just a CSAT rifleman). That will capture sectors for a sector control mission I'm working on. If and when it's killed the module will simulate that AI "respawning" by spawning the same exact classname chosen for the AI.
  4. Hi there, I have issues with my code coming from the fact that i don't really know of to use the configFile and everything that comes with it. I want to return all vehicles including those with "skins". So here is a part of the code i'm trying to use: _allClassNames = []; _Cfg = configFile >> "CfgVehicles"; for "_i" from 0 to (count _Cfg)-1 do { _class = _Cfg select _i; _className = configName _class; _allClassNames pushback _className; }; copyToClipBoard str _allClassNames; /* Extract of _allClassNames: "O_Heli_Transport_04_bench_F", "O_Heli_Transport_04_box_F", ---------------------------- Extract of a list of all class names : "O_Heli_Transport_04_bench_F", "O_Heli_Transport_04_bench_black_F", "O_Heli_Transport_04_box_F", */ I'm clearly missing some vehicles here. (Also how do i get the sqf highlighting when posting code on the forums ?)
  5. Hello, I need help in creating an array of all zombies (Ryan's Zombies and demons mod) that exist on one side. For the moment i have this : zombies = "getNumber (_x >> 'side') == 0" configClasses (configFile >> "CfgVehicles"); But I miss one condition (maybe a getText) to have all the zombies' class. Like that : getText (_x >> '????') == ???? Can anyone help me?
  6. i have been working with the Spawn AI modules and such, and i have had moderete succsess with changing their loadouts in the expression field for custom factions using this line of code: spawnedGroup = _this select 0; { loadout = [_x, configfile >> "CfgVehicles" >> selectRandom ["SUD_NATO_Soldier_TL","SUD_NATO_Soldier_AR","SUD_NATO_Soldier_AT","SUD_NATO_Soldier_GL","SUD_NATO_Soldier","SUD_NATO_Soldier_Medic"]] call BIS_fnc_loadinventory; } forEach units spawnedGroup; My question is this: Is there a way to do the same with vehicles? I mean spawning a custom vehicle for it to be used as a standart part of the group.
  7. Heya, I have searched high and low for a solution to a problem I am having with a specific condition for a trigger. What I want to do is have a trigger fire when a specific object (not named identity) but rather, classname is present in it's area. The goal here is have ALL CH-67 Hurons, ie. "B_Heli_Transports_03_F", units fire the trigger, not just one with a specific name. I found a post in the ArmA 2 Threads that advised that the following worked in ArmA 2; {vehicle _x iskindof "BAF_Jackal2_GMG_W"} count thislist > 0; I tried using; {vehicle _x iskindof "B_Heli_Transports_03_F"} count thislist > 0; in ArmA 3 and it does not work, the trigger does not fire. So for clarity, I am looking for a condition that will fire a trigger when a specific classname enters it's radius / area. Any thoughts? Theopolus
  8. Hi all. I am wondering if it is at all possible to activate a script when unit enters specific class. For example: if ((vehicle player) = "B_Hunter_F") then {hint "Right vehicle"} else {hint "wrong vehicle"}; Is it possible to use classnames instead of particular unit names that will apply to all such vehicles ingame or not ?
  9. Like the blufor is referred to as WEST opfor is EAST and the wiki said independent is GUER but that doesn't work for me. I know this for sure because I'm counting the amount of units in a trigger and when I use EAST and place a couple east units in the trigger then it will count them but when I use GUER and place independent troops in the trigger the debug log or whatever says that GUER is an undefined variable, but it runs with EAST perfectly.
  10. Hey guys! In the wiki entry of setIdentity is described how to create an identity in description.ext and set it by its classname. here is the description.ext example of those wiki entry: class CfgIdentities { class MyLittleSoldier { name = "Givens"; nameSound = "Givens"; face="WhiteHead_06"; glasses="None"; speaker="Male05ENG"; pitch=1.1; }; }; if u have that in ur description.ext then u can set a units identity with: _soldier1 setIdentity "MyLittleSoldier"; I m working on a script which deletes units and spawns them at a later time. therefor i need to get the identity classname ("MyLittleSoldier" in the above example) directly from the unit. Idk how to get it. Any help is appreciated...
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