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Showing results for tags 'custom loadout'.
Found 4 results
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Custom Loadout to AI units from mission config
kibaBG posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi, I apply a custom loadout to spawned enemy AI units with _unit setUnitLoadout (missionConfigFile >> "Loadouts" >> "usaf" >> "infantry" >> "antitank"); Loadouts are defined in description.ext class Loadouts { class usaf { class infantry { class antitank { uniformClass = "rhs_uniform_acu_ucp"; backpack = "B_Kitbag_rgr"; weapons[] = {"rhsusf_weap_MP7A2_aor1","rhs_weap_maaws","Binocular","Throw","Put"}; magazines[] = {"rhsusf_mag_40Rnd_46x30_AP","rhs_mag_maaws_HEAT","ACE_painkillers","ACE_painkillers","ACE_painkillers","rhs_mag_m18_red","rhs_mag_m18_purple","rhs_mag_m18_yellow","rhs_mag_m67","Chemlight_red","Chemlight_red","rhsusf_mag_40Rnd_46x30_AP","rhsusf_mag_40Rnd_46x30_AP","rhsusf_mag_40Rnd_46x30_AP","rhsusf_mag_40Rnd_46x30_AP","rhsusf_mag_40Rnd_46x30_AP","rhsusf_mag_40Rnd_46x30_AP","rhsusf_mag_40Rnd_46x30_AP","rhsusf_mag_40Rnd_46x30_AP","rhsusf_mag_40Rnd_46x30_AP","rhsusf_mag_40Rnd_46x30_AP","rhsusf_mag_40Rnd_46x30_AP","rhs_mag_maaws_HEAT","rhs_mag_maaws_HEAT","rhs_mag_maaws_HEAT"}; items[] = {"ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_fieldDressing","ACE_elasticBandage","ACE_elasticBandage","ACE_elasticBandage","ACE_elasticBandage","ACE_elasticBandage","ACE_elasticBandage","ACE_packingBandage","ACE_packingBandage","ACE_packingBandage","ACE_packingBandage","ACE_packingBandage","ACE_packingBandage","ACE_morphine","ACE_morphine","ACE_morphine","ACE_morphine","ACE_morphine","ACE_morphine","ACE_salineIV_500","ACE_splint","ACE_splint","ACE_splint","ACE_tourniquet","ACE_epinephrine","ACE_epinephrine","ACE_epinephrine"}; linkedItems[] = {"rhsusf_iotv_ucp_Squadleader","rhsusf_ach_helmet_headset_ucp","rhs_googles_yellow","ItemMap","ItemCompass","ItemWatch","ItemRadio","rhsusf_ANPVS_14"}; }; }; }; }; The unit spawns with everything but weapon attachments. I have no idea where to put the attachments classnames ? I will be glad of any help ... -
I have made a custom loadout the problem i have is in the editor the backpack is on my back but when I start up a server the backpack isn't there. wonder if I could get some help waitUntil {!isNull player}; _unit = _this select 0; removeAllWeapons this; removeallassigneditems this; removeallcontainers this; removeuniform this; removevest this; removebackpack this; //==== GEAR ====// _unit addVest "VSM_LBT6094_MG_Multicam"; _unit addUniform "VSM_Multicam_BDU_Camo"; _unit addBackPack "VSM_Multicam_carryall"; _unit addGoggles "rhs_ess_black"; _unit addHeadgear "VSM_Mich2000_2_Multicam"; //==== ITEMS ====// _unit linkItem 'ItemWatch'; _unit linkItem 'ItemMap'; _unit linkItem 'ItemCompass'; _unit linkItem 'TFAR_anprc152'; _unit linkItem 'Itemandroid'; _unit addWeapon 'Binocular'; _unit addWeapon 'NVGoggles'; //==== MAIN WEAPON ====// _unit addWeapon "rhs_weap_m4a1_blockII_d"; _unit addPrimaryWeaponItem "CUP_muzzle_snds_M16_desert"; _unit addPrimaryWeaponItem "CUP_acc_ANPEQ_15_Top_Flashlight_Tan_L"; _unit addPrimaryWeaponItem "ACE_optic_Arco_PIP"; _unit addPrimaryWeaponItem "CUP_bipod_VLTOR_Modpod"; //==== ADD TO UNIFORM ====// _unit addItemToUniform "ACE_EarPlugs"; _unit addItemToUniform "ACE_splint"; _unit addItemToUniform "ACE_tourniquet"; _unit addItemToUniform "ACE_EntrenchingTool"; for "_i" from 1 to 20 do {_unit addItemToUniform "ACE_elasticBandage";}; for "_i" from 1 to 10 do {_unit addItemToUniform "ACE_morphine";}; for "_i" from 1 to 5 do {_unit addItemToUniform "ACE_epinephrine";}; //==== ADD TO VEST ====// _unit addItemToVest "B_IR_Grenade"; for "_i" from 1 to 4 do {_unit addItemToVest "SmokeShell";}; for "_i" from 1 to 4 do {_unit addItemToVest "HandGrenade";}; for "_i" from 1 to 20 do {_unit addItemToVest "rhs_mag_30Rnd_556x45_M855A1_Stanag";}; //==== ADD TO BACK PACK ====// for "_i" from 1 to 20 do {_unit addItemToBackpack "rhs_mag_30Rnd_556x45_M855A1_Stanag";}; if(true) exitWith{};
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How to add player ID's automatically in loadout.sqf
bohemia_kaiten posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I was wondering if there is any way to require data from .json files inside q .sqf file. Or anything that covers that functionallity. The thing is: when a player buy a new custom loadout on the website, a post request is made with his ID to a file. Then, the if statemant checks the json file to watch for the player ID instead to watch for it on the array. the execVM function can do this? there is other way? Thank you all. //Default way for doing this if ((getPlayerUID player) in ["456789123"]) then { //Donators: Nobody DefaultMagazines = [{custom_items}]; DefaultWeapons = [{custom_items}]; DefaultBackpack = "{custom_item}"; DefaultBackpackWeapon = "{custom_item}"; }; //Exepected way loadout.sqf if ((getPlayerUID player) in {file.json} ) then { //Donators: Nobody DefaultMagazines = [{custom_items}]; DefaultWeapons = [{custom_items}]; DefaultBackpack = "{custom_item}"; DefaultBackpackWeapon = "{custom_item}"; }; //JSON with the buyers ID's file.json {[ '123456789','987654321', '159753468',..... ]} -
Custom loadouts on Aircraft (I require aid)
xxgetbuck123 posted a topic in ARMA 3 - ADDONS & MODS: DISCUSSION
G'day Ok, so pretty much to sum it up, I would like to make some variants (mainly) of the RHS A-10A using Vanilla weapons and Firewills AWS pack for my Milsim community (and possibly other fast jets). This is easier explained via image... Pretty much change the vanilla RHS A-10 into something like that (but not that hardcore haha, I have about 5 variants in mind), same aircraft just different weapons both model proxy and magazine. I've been trying to do this for a while now but have had about 30% progress tbh. Whether this means creating a 'Replacement Config' or via some sneaky 'Init' magic I'm not sure. My main problem is dictating which weapons go on which hard point, so far I've gotten them on random ones or more show up than the magazine count states, i.e, "1_rnd GBU10 magazine" but 3x GBU-10s show up on the aircraft and they're all on random hard points... shit like that. With the A-10s large variety of payload options I feel as though I could implement this for my community and depending if it's a cfg or not possibly everyone else. Also I do not wish to implement a load out menu or anything at this time, mainly just spawn in a custom version of the A-10 with my configured payload on it or place down a vanilla RHS A-10 and Init code the loadout onto it.. Anyway, if someone could please guide me in the right direction I'd be extremely happy!!! :) ------------------ Also before anyone does the old Cliche "This is in the wrong sub forum".. The discussion forum states "This forum is for discussing addons or mods that are currently work in progress, as well as for discussing ideas or requests for addons."... I'm taking this as a discussion of an idea that I need help with. Though if the mods reckon it should be moved, go ahead. ------------------- 4 replies
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- A10
- aircraft loadout
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(and 3 more)
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