M

Mumen Rider

Member

Last active 8 years ago

  1. 8 years ago
    Sun Apr 24 19:29:08 2016

    Thanks for helping people you dont know.
    Sharing knowledge is a very honorable thing to do.
    Everything works as expected and I can finally go to sleep without having to google "Arma 3 Loadout scripts" :P
    Best wishes and thank you again very much

  2. Sun Apr 24 19:14:04 2016

    Hi tried your code and still ran into the issue that no Units were spawning with the preset loadout.
    I looked into the RPT file too see whats going on and found these 2 lines multiple times:

    Error in expression < then { [_x] execVM "FalLoadout.sqf"};
    
    } forEach units group _unit;
    
    {
    
    if (typ>
      Error position: <} forEach units group _unit;
    
    {
    
    if (typ>
      Error Missing {
    File mpmissions\__cur_mp.lingor3\ForceLoadouts.sqf, line 8
    Error in expression < then { [_x] execVM "FalLoadout.sqf"};
    
    } forEach units group _unit;
    
    {
    
    if (typ>
      Error position: <} forEach units group _unit;
    
    {
    
    if (typ>
      Error Missing {
  3. Sun Apr 24 17:36:05 2016

    @SpyderBlack723
    Thanks it works now!
    But I do have another Question, when I copy and paste this code
    { if (typeof _x == "CUP_O_TK_Soldier_AR") then { [_x] execVM "RpkLoadout.sqf"; // debug systemchat format ["Replacing unit loadout: %1", _x]; }; } forEach units group _unit;
    into the Loadouts.sqf to add another Unit, the Script doesnt work anymore at all.
    Here is my Loadouts.sqf at it its atm (apologize my code structure):

    params ["_unit"];
    
    if (typeof  _x == "CUP_O_TK_Soldier_AA","CUP_O_TK_Soldier_AAT","CUP_O_TK_Soldier_AMG","CUP_O_TK_Soldier_HAT","CUP_O_TK_Commander",
    			"CUP_O_TK_Engineer","CUP_O_TK_Medic","CUP_O_TK_Soldier","CUP_O_TK_Soldier_Backpack","CUP_O_TK_Soldier_LAT",
    			"CUP_O_TK_Soldier_AT","CUP_O_TK_Soldier_FNFAL_Night","CUP_O_TK_Spotter","CUP_O_TK_Soldier_SL","CUP_O_TK_SpecOps_TL",
    			"CUP_O_TK_Story_Aziz") then { [_x] execVM "FalLoadout.sqf"};
    
    } forEach units group _unit;
    
    {
    
    if (typeof  _x == "CUP_I_TK_GUE_Soldier_AA","CUP_I_TK_GUE_Soldier_AR","CUP_I_TK_GUE_Demo","CUP_I_TK_GUE_Soldier",
    			"CUP_I_TK_GUE_Soldier_AAT","CUP_I_TK_GUE_Soldier_AT","CUP_I_TK_GUE_Mechanic","CUP_I_TK_GUE_Soldier_TL",
    			"CUP_I_TK_GUE_Commander") then { [_x] execVM "AkmLoadout.sqf"};
    
    } forEach units group _unit;
    
    {
    
    if (typeof  _x == "CUP_O_TK_Crew","CUP_O_TK_Officer","CUP_O_TK_Pilot") then { [_x] execVM "ak74uLoadout.sqf"};
    
    } forEach units group _unit;
    
    {
    
    if (typeof  _x == "CUP_I_TK_GUE_Soldier_GL","CUP_I_TK_GUE_Soldier_AK_47S") then { [_x] execVM "AkmGlLoadout.sqf"};
    
    } forEach units group _unit;
    
    {
    
    if (typeof  _x == "CUP_O_TK_Soldier_AR") then { [_x] execVM "RpkLoadout.sqf"};
    
    } forEach units group _unit;
    

    I tried to define multiple classes for the "x_ == " but that messed the whole script up.
    Is there a way to define mutiple soldier classes who use the same loadout without having to CnP everything with just one changed string?

  4. Sun Apr 24 14:23:09 2016

    @Murdock
    Thank you for replying!
    I did take a look at the Script Snippets and since im running multiple factions I try to use the class names of the units directly (e.g "CUP_O_TK_Soldier") rather than their role (Grenadier, Medic etc.).
    Still had no luck with it.

  5. Sun Apr 24 10:09:46 2016
    M Mumen Rider started the conversation Replacing Weapons from ALiVE spawned Units (solved).

    Hello,
    I have tried to run a script on my dedicated ALiVE server which forces a certain Loadout for the defined Soldiers classes (Just replacing the Gun from the Soldier).
    So far it does work on Editor placed units but I had no luck with ALiVE spawned units.
    Sadly I couldnt figure it out myself and with the help of the Interwebs, so I hope you guys can help me out.

    I've tried using the following in description.ext based on what I found from others:

    class Extended_Init_EventHandlers {
    class Man {
    init = "_this call (compile preprocessFileLineNumbers 'ForceLoadouts.sqf')";
    };
    };

    ForceLoadouts.sqf:

    private "_this";
    _this = _this select 0;
    {
    
    if (typeof  _x == "CUP_O_TK_Soldier_AR") then { [_x] execVM "RpkLoadout.sqf"};
    
    } forEach units group _this;

    RpkLoadout.sqf:

    //Rpk Loadout
    
    waitUntil {!isNull player};
    _unit = _this select 0;
    
    removeAllWeapons _unit;
    _unit addMagazines ["hlc_45Rnd_545x39_t_rpk", 4];
    _unit addWeapon "Weapon_hlc_rifle_rpk74n";
    
    if(true) exitWith{};

    Any help is greatly appreciated!

  6. Sun Apr 24 09:56:04 2016
    M Mumen Rider joined the forum.