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Topics - GriffinZS

Pages: [1] 2
1
Questions & Suggestions / setupMissionArrays
« on: Oct 15, 2016, 07:46 AM »
What is the difference between these 2 sqf?

The known, vanilla one:

Code: [Select]
// ******************************************************************************************
// * This project is licensed under the GNU Affero GPL v3. Copyright © 2014 A3Wasteland.com *
// ******************************************************************************************
// @file Name: setupMissionArrays.sqf
// @file Author: AgentRev

if (!isServer) exitWith {};

MainMissions =
[
// Mission filename, weight
["mission_ArmedDiversquad", 1],
["mission_Coastal_Convoy", 1],
["mission_Convoy", 1],
["mission_HostileHeliFormation", 0.5],
["mission_APC", 1],
["mission_MBT", 1],
["mission_LightArmVeh", 1],
["mission_ArmedHeli", 1],
["mission_CivHeli", 1]
];

SideMissions =
[
["mission_HostileHelicopter", 0.5],
["mission_MiniConvoy", 1],
["mission_SunkenSupplies", 1],
["mission_TownInvasion", 2],
["mission_Outpost", 3],
["mission_Truck", 1]
];

MoneyMissions =
[
["mission_MoneyShipment", 1],
["mission_SunkenTreasure", 1]
];

MissionSpawnMarkers = (allMapMarkers select {["Mission_", _x] call fn_startsWith}) apply {[_x, false]};
ForestMissionMarkers = (allMapMarkers select {["ForestMission_", _x] call fn_startsWith}) apply {[_x, false]};
SunkenMissionMarkers = (allMapMarkers select {["SunkenMission_", _x] call fn_startsWith}) apply {[_x, false]};

if !(ForestMissionMarkers isEqualTo []) then
{
SideMissions append
[
["mission_AirWreck", 3],
["mission_WepCache", 3]
];
};

LandConvoyPaths = (call compile preprocessFileLineNumbers "mapConfig\convoys\landConvoysList.sqf") apply {[_x, false]};
CoastalConvoyPaths = (call compile preprocessFileLineNumbers "mapConfig\convoys\coastalConvoysList.sqf") apply {[_x, false]};

MainMissions = [MainMissions, [["A3W_heliPatrolMissions", ["mission_Coastal_Convoy", "mission_HostileHeliFormation"]], ["A3W_underWaterMissions", ["mission_ArmedDiversquad"]]]] call removeDisabledMissions;
SideMissions = [SideMissions, [["A3W_heliPatrolMissions", ["mission_HostileHelicopter"]], ["A3W_underWaterMissions", ["mission_SunkenSupplies"]]]] call removeDisabledMissions;
MoneyMissions = [MoneyMissions, [["A3W_underWaterMissions", ["mission_SunkenTreasure"]]]] call removeDisabledMissions;

{ _x set [2, false] } forEach MainMissions;
{ _x set [2, false] } forEach SideMissions;
{ _x set [2, false] } forEach MoneyMissions;

and this one ..

Code: [Select]
// ******************************************************************************************
// * This project is licensed under the GNU Affero GPL v3. Copyright © 2014 A3Wasteland.com *
// ******************************************************************************************
// @file Name: setupMissionArrays.sqf
// @file Author: AgentRev

if (!isServer) exitWith {};

MainMissions = MainMissions;

SideMissions = SideMissions;

MoneyMissions = MoneyMissions;

MainMissions = [MainMissions, [["A3W_heliPatrolMissions", ["mission_Coastal_Convoy", "mission_HostileHeliFormation", "mission_HostileJetFormation"]], ["A3W_underWaterMissions", ["mission_ArmedDiversquad"]]]] call removeDisabledMissions;
SideMissions = [SideMissions, [["A3W_heliPatrolMissions", ["mission_HostileHelicopter", "mission_HostileJet"]], ["A3W_underWaterMissions", ["mission_SunkenSupplies"]]]] call removeDisabledMissions;
MoneyMissions = [MoneyMissions, [["A3W_underWaterMissions", ["mission_SunkenTreasure"]]]] call removeDisabledMissions;

{ _x set [2, false] } forEach MainMissions;
{ _x set [2, false] } forEach SideMissions;
{ _x set [2, false] } forEach MoneyMissions;

MissionSpawnMarkers = [];
SunkenMissionMarkers = [];
RoadblockMissionMarkers =[];
SniperMissionMarkers =[];
{
switch (true) do
{
case (["Mission_", _x] call fn_startsWith):
{
MissionSpawnMarkers pushBack [_x, false];
};
case (["SunkenMission_", _x] call fn_startsWith):
{
SunkenMissionMarkers pushBack [_x, false];
};
case (["RoadBlock_", _x] call fn_startsWith):
{
RoadblockMissionMarkers pushBack [_x, false];
};
};
} forEach allMapMarkers;

LandConvoyPaths = [];
{
LandConvoyPaths pushBack [_x, false];
} forEach (call compile preprocessFileLineNumbers "mapConfig\convoys\landConvoysList.sqf");

CoastalConvoyPaths = [];
{
CoastalConvoyPaths pushBack [_x, false];
} forEach (call compile preprocessFileLineNumbers "mapConfig\convoys\coastalConvoysList.sqf");

PatrolConvoyPaths = [];
{
PatrolConvoyPaths pushBack [_x, false];
} forEach (call compile preprocessFileLineNumbers "mapConfig\convoys\patrolConvoysList.sqf");

2
Questions & Suggestions / "Teamkill" punishment for roadkills
« on: Sep 22, 2016, 02:26 PM »
Hey dudes,

I've been looking for a script, that punishes roadkills for quite a long time but couldn't find anything. First idea was, an explosion of this car. But then every roadkill will be punished - also the accidental ones.

What about the option, victims of teamkills have? The victim of a roadkill can forgive (if it was an accident) or punish (and the driver will be killed).

Does anyone have an idea, how to implement this?

3
Questions & Suggestions / random fail
« on: Sep 16, 2016, 01:59 PM »
This is the known .sqf for the mission Laptop Hack ..

Code: [Select]
// ******************************************************************************************
// * This project is licensed under the GNU Affero GPL v3. Copyright © 2014 A3Wasteland.com *
// ******************************************************************************************
// @file Name: mission_HackLaptop.sqf
// @file Author: JoSchaap, AgentRev, LouD

if (!isServer) exitwith {};
#include "mainMissionDefines.sqf";

private ["_positions", "_camonet", "_laptop", "_obj1", "_obj2", "_obj3", "_obj4", "_vehicleName","_table"];

_setupVars =
{
_missionType = "Hackers";
_locationsArray = HackersMissionMarkers;
};

_setupObjects =
{
_missionPos = markerPos _missionLocation;

//delete existing base parts and vehicles at location
_baseToDelete = nearestObjects [_missionPos, ["All"], 25];
{ deleteVehicle _x } forEach _baseToDelete;

_camonet = createVehicle ["CamoNet_INDP_big_F", [_missionPos select 0, _missionPos select 1], [], 0, "CAN COLLIDE"];
_camonet allowdamage false;
_camonet setDir random 360;
_camonet setVariable ["R3F_LOG_disabled", false];

_missionPos = getPosATL _camonet;

_table = createVehicle ["Land_WoodenTable_small_F", _missionPos, [], 0, "CAN COLLIDE"];
_table setPosATL [_missionPos select 0, _missionPos select 1, _missionPos select 2];

_laptop = createVehicle ["Land_Laptop_unfolded_F", _missionPos, [], 0, "CAN COLLIDE"];
_laptop attachTo [_table,[0,0,0.60]];

_obj1 = createVehicle ["I_GMG_01_high_F", _missionPos,[], 10,"None"];
_obj1 setPosATL [(_missionPos select 0) - 2, (_missionPos select 1) + 2, _missionPos select 2];

_obj2 = createVehicle ["I_GMG_01_high_F", _missionPos,[], 10,"None"];
_obj2 setPosATL [(_missionPos select 0) + 2, (_missionPos select 1) + 2, _missionPos select 2];

_obj3 = createVehicle ["I_GMG_01_high_F", _missionPos,[], 10,"None"];
_obj3 setPosATL [(_missionPos select 0) - 2, (_missionPos select 1) - 2, _missionPos select 2];

_obj4 = createVehicle ["I_GMG_01_high_F", _missionPos,[], 10,"None"];
_obj4 setPosATL [(_missionPos select 0) + 2, (_missionPos select 1) - 2, _missionPos select 2];

AddLaptopHandler = _laptop;
publicVariable "AddLaptopHandler";

_laptop setVariable [ "Done", false, true ];

_aiGroup = createGroup CIVILIAN;
[_aiGroup,_missionPos,24,20] spawn createCustomGroup3;

_aiGroup setCombatMode "RED";
_aiGroup setBehaviour "COMBAT";

_vehicleName = "Laptop";
_missionHintText = format ["<t color='%2'>Hackers</t> are using a laptop to hack your bank accounts. Hacking the laptop successfully will steal 1.5 percent from each on-line players bank account! HURRY TO DEFEND YOUR BANK ACCOUNT OR HACK OTHERS BANK ACCOUNTS!", _vehicleName, mainMissionColor];
};

_waitUntilMarkerPos = nil;
_waitUntilExec =
{
AddLaptopHandler = _laptop;
publicVariable "AddLaptopHandler";
};
_waitUntilCondition = nil;
_waitUntilSuccessCondition = { _laptop getVariable ["Done", false] };
_ignoreAiDeaths = true;

_failedExec =
{
// Mission failed
RemoveLaptopHandler = _laptop;
publicVariable "RemoveLaptopHandler";
{ deleteVehicle _x } forEach [_camonet, _obj1, _obj2, _obj3, _obj4, _laptop, _table];
};

_successExec =
{
// Mission completed
RemoveLaptopHandler = _laptop;
publicVariable "RemoveLaptopHandler";
{ deleteVehicle _x } forEach [_camonet, _laptop, _table];
{ _x setVariable ["R3F_LOG_disabled", false, true] } forEach [_obj1, _obj2, _obj3, _obj4];
{ _x setVariable ["allowDamage", true, true] } forEach [_obj1, _obj2, _obj3, _obj4];

_successHintMessage = format ["The laptop is hacked. Go and kill the hacker to get your money back!"];
};

_this call mainMissionProcessor;

Is there any possibility, to implement the random case, this download would fail? For example risk of 25%. And IF so, a satchel will donate?

4
Questions & Suggestions / NPC init line
« on: Aug 29, 2016, 08:17 AM »
If I had to put this _null = [this] execVM "burn.sqf" in the init line of a NPC but don't want to place this NPC instantly on the map, how do I have to make it via script?

Code: [Select]
_witch = createVehicle ["NPC_Classname", _missionPos, [], 0, "NONE"];
_witch = [this] execVM "burn.sqf"

For fuck's sake! I know it's wrong. It even hurts me while reading.  ;D

5
Questions & Suggestions / UAV Connection
« on: Aug 15, 2016, 03:08 PM »
We just released 2 new missions. But they do not work as wanted.

Here's the mission picture ..


There's an equal mission, called CAS Bandit. We think, it's one of the only missions of this kind. Cause both factions (yes, we offer only BLUFOR & Indy) do not fight for the same goal at these missions.

CAS Gendarmerie: Blufor tries to get the UAV, Indy (Bandits) try to prevent.
CAS Bandits: Indys try to complete, but now Blufor has to prevent this.

Because: Blufor has only use for Greyhawk and Bandits only for the Ababil. After completing the mission, a box drops by parachute. There in an UAV Terminal, fitting to Indy or Blufor UAV.

And here's the problem: the player cannot connect after equipped with UAV Terminal.

When bought in Vehicle Store, everythings fine.

The code of the shown mission:

Code: [Select]
// ******************************************************************************************
// * This project is licensed under the GNU Affero GPL v3. Copyright © 2014 A3Wasteland.com *
// ******************************************************************************************
// @file Version: 1.0
// @file Name: mission_CASGendar.sqf
// @file Author: [404] Deadbeat, [404] Costlyy, AgentRev
// @file Created: 08/12/2012 15:19
// @file Tanoa Edition: GriffinZS

if (!isServer) exitwith {};
#include "specialMissionDefines.sqf"

private ["_nbUnits", "_vehicleClass", "_vehicle", "_randomBox", "_randomCase", "_box1", "_para", "_geoPos"];

_setupVars =
{
_missionType = "CAS Gendarmerie";
_locationsArray = MissionSpawnMarkers;
_nbUnits = if (missionDifficultyHard) then { AI_GROUP_LARGE } else { AI_GROUP_MEDIUM };
};

_setupObjects =
{
_missionPos = markerPos _missionLocation;
_geoPos = _missionPos vectorAdd ([[25 + random 20, 0, 0], random 360] call BIS_fnc_rotateVector2D);

_vehicleClass =
[
"B_UAV_02_F",
"B_UAV_02_CAS_F"
] call BIS_fnc_selectRandom;

// Class, Position, Fuel, Ammo, Damage, Special
_vehicle = [_vehicleClass, _missionPos] call createMissionVehicle;
_vehicle call fn_refilltruck;

_aiGroup = createGroup CIVILIAN;
[_aiGroup, _missionPos, _nbUnits] call createCustomGroup;

_missionPicture = getText (configFile >> "CfgVehicles" >> _vehicleClass >> "picture");
_vehicleName = getText (configFile >> "CfgVehicles" >> _vehicleClass >> "displayName");

_missionHintText = format ["<br/>The Gendarmerie has the chance to get <t color='%2'>%1</t>! Only condition: kill the guards and await the paradrop!<br/><t color='%2'>Bandits! Prevent the Gendarmerie to get this vehicle!!</t><br/> Destroy it or kill any approaching Gendarme!", _vehicleName, specialMissionColor];
};

_waitUntilMarkerPos = nil;
_waitUntilExec = nil;
_waitUntilCondition = {!alive _vehicle};

_failedExec =
{
// Mission failed
deleteVehicle _vehicle;
_failedHintMessage = format ["<br/>The Greyhawk has been destroyed .."];
};

_successExec =
{
// Mission completed
_vehicle lock 1;
_vehicle setVariable ["R3F_LOG_disabled", false, true];

_randomBox = ["mission_USLaunchers","mission_USSpecial","mission_Main_A3snipers"] call BIS_fnc_selectRandom;
_randomCase = ["Box_FIA_Support_F","Box_FIA_Wps_F","Box_FIA_Ammo_F","Box_NATO_WpsSpecial_F","Box_East_WpsSpecial_F","Box_NATO_Ammo_F","Box_East_Ammo_F"] call BIS_fnc_selectRandom;

_box1 = createVehicle [_randomCase,[(_geoPos select 0), (_geoPos select 1),200],[], 0, "NONE"];
_box1 setDir random 360;
_box1 addItemCargoGlobal ["B_UavTerminal",1];
_box1 allowdamage false;
{ _x setVariable ["R3F_LOG_disabled", false, true] } forEach [_box1];

playSound3D ["A3\data_f_curator\sound\cfgsounds\air_raid.wss", _box1, false, _box1, 15, 1, 1500];

_para = createVehicle [format ["I_parachute_02_F"], [0,0,999999], [], 0, ""];

_para setDir getDir _box1;
_para setPosATL getPosATL _box1;

_para attachTo [_box1, [0, 0, 0]];
uiSleep 2;

detach _para;
_box1 attachTo [_para, [0, 0, 0]];

while {(getPos _box1) select 2 > 3 && attachedTo _box1 == _para} do
{
_para setVectorUp [0,0,1];
_para setVelocity [0, 0, (velocity _para) select 2];
uiSleep 0.1;
};

_successHintMessage = "The guards of the Greyhawk has been eliminated.<br/>Gendarmerie, are you there!?";
};

_this call specialMissionProcessor;

Please correct me: is it right, only NATO Terminals can connect to Greyhawks and only Blufor Player can equip NATO Terminals?

6
Questions & Suggestions / _missionPicture
« on: Aug 08, 2016, 07:42 PM »
Code: [Select]
_missionPicture = getText (configFile >> "CfgVehicles" >> _veh1 >> "picture");
With this, the white silhouette of chosen vehicle is shown at mission spawn.
Is it possible, to replace these  vehicles with objects?

For example a camo tent, a static MG (is this a vehicle or  object?), these tanoa ancient statues?

7
Questions & Suggestions / Shop Marker missing
« on: Aug 03, 2016, 02:41 PM »
Really strange.  :o
We downloaded latest Tanoa build, added our changes and ..

https://s31.postimg.org/5w7hvzf3f/shops.png


We don't want this parking/storage addon, so our init looks like this:

Code: [Select]
//init 3rd Party Scripts
//[] execVM "addons\parking\functions.sqf";
//[] execVM "addons\storage\functions.sqf";

But this could not be the reason for it? The shops are there, just their markers missing.

Any hints?  ::)

PS: damn it! Bought vehicles neither appear after restart. I quit duty ..  >:(

8
Questions & Suggestions / _goggle(s)Types = ["G_Diving"]
« on: Jul 29, 2016, 02:01 PM »
Code: [Select]
// ******************************************************************************************
// * This project is licensed under the GNU Affero GPL v3. Copyright © 2014 A3Wasteland.com *
// ******************************************************************************************
// @file Name: createRandomSoldier.sqf
/*
 * Creates a random civilian diver.
 *
 * Arguments: [ position, group, init, skill, rank]: Array
 *    position: Position - Location unit is created at.
 *    group: Group - Existing group new unit will join.
 *    init: String - (optional, default "") Command to be executed upon creation of unit. Parameter this is set to the created unit and passed to the code.
 *    skill: Number - (optional, default 0.5)
 *    rank: String - (optional, default "PRIVATE")
 */

if (!isServer) exitWith {};

private ["_soldierTypes",
"_uniformTypes",
"_vestTypes",
"_goggleTypes"
"_weaponTypes",
"_group",
"_position",
"_rank",
"_soldier"];

_soldierTypes = ["C_man_polo_1_F", "C_man_polo_2_F", "C_man_polo_3_F", "C_man_polo_4_F", "C_man_polo_5_F", "C_man_polo_6_F"];
_uniformTypes = ["U_O_Wetsuit", "U_B_Wetsuit" ,"U_I_Wetsuit"];
_vestTypes = ["V_RebreatherB","V_RebreatherIR","V_RebreatherIA"];
_goggleTypes = ["G_Diving"]
_weaponTypes = ["arifle_SDAR_F"];

_group = _this select 0;
_position = _this select 1;
_rank = param [2, "", [""]];

_soldier = _group createUnit [_soldierTypes call BIS_fnc_selectRandom, _position, [], 0, "NONE"];
_soldier addUniform (_uniformTypes call BIS_fnc_selectRandom);
_soldier addVest (_vestTypes call BIS_fnc_selectRandom);
_soldier addGoggle (_goggleTypes call BIS_fnc_selectRandom);
[_soldier, _weaponTypes call BIS_fnc_selectRandom, 3] call BIS_fnc_addWeapon;

if (_rank != "") then
{
_soldier setRank _rank;
};

_soldier spawn refillPrimaryAmmo;
_soldier spawn addMilCap;
_soldier spawn tlq_killTicker;
_soldier call setMissionSkill;

_soldier addEventHandler ["Killed", server_playerDied];

_soldier

I want to create a random diver. I think, everything's fine. But one question:

"_goggleTypes"
_goggleTypes = ["G_Diving"]
_soldier addGoggle (_goggleTypes call BIS_fnc_selectRandom);


OR

"_gogglesTypes"
_gogglesTypes = ["G_Diving"]
_soldier addGoggles (_gogglesTypes call BIS_fnc_selectRandom);

9
Questions & Suggestions / Naval mines & PDM-7
« on: Jul 27, 2016, 08:16 PM »
I found on Arma 3 Field Manual - Explosives Info this:

Quote
Naval Mine (Moored)
Moored naval mine is the most used naval mine. Deployed by ships and airplanes, it carries a large load of explosives and a variety of sensors to punish every ship or submarine that sails too close.


Naval Mine (Bottom)
Naval mines sitting on the bottom of the sea are used at depths of up to 200 meters. Deployed by ships and airplanes, a single mine carries a large load of explosives and a variety of sensors to punish every ship that sails too close.


PDM-7
The PDM-7 is an amphibious mine used in shallow waters against light assault boats and amphibious vehicles. A fuse placed on the base serves to discourage handling of the armed mine.

Do these mines exist or not? I searched nearly 0.001‰ of www, but could not find any classnames.

10
Questions & Suggestions / Adding uniforms to backpack (solved)
« on: Jul 08, 2016, 10:27 AM »
Once again .. *sigh  :-\

How can 2 uniforms be put into backpack of an AI?

Code: [Select]
_hostage = createVehicle ["C_journalist_F", _missionPos, [], 0, "CAN COLLIDE"];
    _hostage setPosATL [_missionPos select 0, _missionPos select 1, _missionPos select 2];
    _hostage switchmove "Acts_AidlPsitMstpSsurWnonDnon_loop";
    _hostage disableAI "anim";

This is, what we have.

Maybe this way?

Code: [Select]
_hostage = createVehicle ["C_journalist_F", _missionPos, [], 0, "CAN COLLIDE"];
    _hostage setPosATL [_missionPos select 0, _missionPos select 1, _missionPos select 2];
    _hostage switchmove "Acts_AidlPsitMstpSsurWnonDnon_loop";
    _hostage disableAI "anim";
    _hostage addBackpack "B_Kitbag_mcamo";
    _hostage addUniform ["U_I_C_Soldier_Para_2_F","U_I_C_Soldier_Para_3_F"];

Is AI then wearing one of the uniforms? AI should stay as Journalist, only the 2 uniforms carrying in backpack. Something with "linked"?  ::)

11
Questions & Suggestions / BIS_fnc_selectRandom @ Mission
« on: Jul 06, 2016, 09:30 AM »
We're on a special mission and need at one point lil' help ..

Code: [Select]
_bargate = createVehicle ["XXX", _missionPos, [], 0, "NONE"];
_bunker1 = createVehicle ["Land_WoodenCrate_01_F", _bargate modelToWorld [6.5,-2,-4.1], [], 0, "NONE"];
_obj1 = createVehicle ["I_HMG_01_high_F", _bargate modelToWorld [6.5,-2,-4.1], [], 0, "NONE"];
_bunker2 = createVehicle ["Land_BagFence_01_round_green_F", _bargate modelToWorld [-8,-2,-4.1], [], 0, "NONE"];
_obj2 = createVehicle ["I_HMG_01_high_F", _bargate modelToWorld [-8,-2,-4.1], [], 0, "NONE"];

XXX is actually one static object. We want this object randomized. Is this code correct then?

Code: [Select]
_bargate = ["XXX","YYY","ZZZ"];
_currbargate = _bargate call BIS_fnc_selectRandom;


12
Questions & Suggestions / Custom Difficulty with TADST
« on: Jun 30, 2016, 09:28 PM »
As AgentRev adviced, servers should run with custom difficulties. We're using Tophe's Arma Dedicated Server Tool. Quite nice tool, but ..

.. there are only the usual difficulties.



Does anyone know TADST and could give me a hint, how to implement custom difficulties?

13

We would like to present our  Tanoa Wasteland Server.

Some impressions:



Yes. Only 2 factions. BLUFOR as Gendarmerie and INDENDENT as Bandits. The NVG can be found in inventory.

Our mission AI and the roaming AI (using AI Spawn Script and VcomAI and VcomAIDrinving Scripts) represent paramilitary faction.
Technical:
  • mission AI = Civilians
  • Roaming AI = OPFOR

BUT .. both are wearing paramilitary uniforms etc by APEX.



And we also implemented other APEX stuff to the shops.
No Hunters, Striders or Ifrits to buy ..
Indy can only buy Bandit or Paramilitary Uniforms, Blufor only Gendarmerie Uniforms ..
We added the brandnew AA and AT Launchers, too ..



We also changed some icons, set the vehicle spawn to APEX, edited some Missions, so APEX vehicles appear ..

Interested?

176.9.139.173:2312







14
Questions & Suggestions / getDefaultClothing
« on: Jun 04, 2016, 01:59 PM »
What's the difference between these 2 codes?

Code: [Select]
switch (_side) do
{
case BLUFOR:
{
switch (true) do
{
case (_isSniper):
{
if (_item == "uniform") then { _result = "TRYK_shirts_BLK_PAD_BLW" };
if (_item == "vest") then { _result = "TRYK_V_tacv1_FBI_BK" };
if (_item == "goggles") then { _result = "G_Aviator" };
if (_item == "headgear") then { _result = "H_Cap_police" };
};
case (_isDiver):
{
if (_item == "uniform") then { _result = "TRYK_U_B_AOR2_Rollup_CombatUniform" };
if (_item == "vest") then { _result = "TRYK_V_tacv1LC_SRF_OD" };
if (_item == "goggles") then { _result = "G_Bandanna_aviator" };
if (_item == "headgear") then { _result = "H_Cap_usblack" };
};

default
{
if (_item == "uniform") then { _result = "TRYK_shirts_BLK_PAD_YEL" };
if (_item == "vest") then { _result = "TRYK_V_tacv1_MSL_BK" };
if (_item == "goggles") then { _result = "G_Aviator" };
if (_item == "headgear") then { _result = "TRYK_R_CAP_BLK" };
};
};

if (_item == "headgear") then { _result = "H_Cap_police" };

I just take the sniper for example:

Code: [Select]
switch (typeOf _player) do
       
         case "B_sniper_F":
            {   _player addItemToUniform "FirstAidKit";
               _player addItemToUniform "MineDetector";
               _player addItemToUniform "9Rnd_45ACP_Mag";
               _player addItemToUniform "9Rnd_45ACP_Mag";
               _player addItemToUniform "10Rnd_762x54_Mag";
               _player addItemToUniform "10Rnd_762x54_Mag";
               _player addVest "V_BandollierB_khk";
               _player addItemToVest "FirstAidKit";
               _player addItemToVest "FirstAidKit";
               _player addItemToVest "MiniGrenade";
               _player addItemToVest "HandGrenade";
               _player addItemToVest "SmokeShellBlue";
               _player addItemToVest "SmokeShellBlue";
               _player addItemToVest "Chemlight_blue";
               _player addItemToVest "Chemlight_blue";
               _player addItemToVest "10Rnd_762x54_Mag";
               _player addItemToVest "10Rnd_762x54_Mag";
               _player addItemToVest "10Rnd_762x54_Mag";
               _player addBackpack "B_FieldPack_khk";
               _player addItemToBackpack "FirstAidKit";
               _player addItemToBackpack "APERSTripMine_Wire_Mag";
               _player addItemToBackpack "APERSTripMine_Wire_Mag";
               _player addItemToBackpack "RPG32_HE_F";
               _player addItemToBackpack "RPG32_HE_F";
               _player addHeadgear "H_Beret_blk";
               _player addGoggles "G_Combat";
               _player addWeapon "srifle_DMR_01_F";
               _player addPrimaryWeaponItem "optic_MRCO";
               _player addWeapon "launch_RPG32_F";
               _player addWeapon "hgun_ACPC2_F";
               _player addHandgunItem "muzzle_snds_acp";
               _player addWeapon "Rangefinder";
               _player addItemToUniform "9Rnd_45ACP_Mag";
               _player addItemToUniform "10Rnd_762x54_Mag";
            };

Is it possible, to dress sniper like this?

Code: [Select]
switch (_side) do
{
case BLUFOR:
{
switch (true) do
{
case (_isB_sniper_F):
{
if (_item == "uniform") then { _result = "TRYK_shirts_BLK_PAD_BLW" };
if (_item == "vest") then { _result = "TRYK_V_tacv1_FBI_BK" };
if (_item == "goggles") then { _result = "G_Aviator" };
if (_item == "headgear") then { _result = "H_Cap_police" };
};

If NOT .. what are the correct names of medic, engi, grenadier?

case (_isMedic)
case (_isEngineer )
case (_isGrenadier)

 ::)?

15
Questions & Suggestions / (solved) Change Units at Missions
« on: May 29, 2016, 06:29 PM »
Actually, it looks like this:

Code: [Select]
_unitTypes =
[
"C_man_polo_1_F","C_man_polo_2_F","C_man_polo_3_F","C_man_polo_4_F","C_man_polo_5_F"
];

We tried to change this pool into:

Code: [Select]
_unitTypes =
[
"O_G_Soldier_F","O_G_Soldier_lite_F","O_G_Soldier_SL_F","O_G_Soldier_TL_F","O_G_Soldier_AR_F"
];

But then .. they kill each other 'til one lonely soldier suvives.

BTW: we do NOT offer OPFOR Player Slots.

Any ideas, how to fix this massacre?

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