f3cuk Posted December 27, 2014 Report Share Posted December 27, 2014 Not tested, but something like this should work for handling multiple different loadouts. player addEventHandler["Respawn",fn_player_init]; fn_player_init = { waitUntil{(typename (getPlayerUID player) == "SCALAR")}; private["_adminlist","_weapons","_magazines","_money"]; _adminlist = ["888","999"]; if(getPlayerUID player in _adminlist) then { private["_backpack","_backpack_items","_vest","_vest_items","_uniform"]; _weapons = ["srifle_EBR_F","hgun_Pistol_heavy_01_F","RPG32_F","NVG_EPOCH","ItemGPS","hgun_Pistol_heavy_01_F","RangeFinder","ItemCompass","ItemWatch","EpochRadio0","ItemMap","optic_tws_mg","muzzle_snds_B"]; _magazines = ["20Rnd_762x51_Mag","11Rnd_45ACP_Mag","launch_RPG32_F"] _backpack = "B_Carryall_cbr" _backpack_items = ["ItemLockbox","20Rnd_762x51_Mag","20Rnd_762x51_Mag","11Rnd_45ACP_Mag","11Rnd_45ACP_Mag","CinderBlocks","CinderBlocks","CinderBlocks","CinderBlocks","CinderBlocks","ItemCorrugated","MortarBucket","launch_NLAW_F","launch_NLAW_F","HeatPack","ColdPack","FirstAidKit","MeleeSledge","Hatchet"]; _vest = "V_TacVest_camo"; _vest_items = ["10Rnd_762x51_Mag","10Rnd_762x51_Mag","11Rnd_45ACP_Mag","WhiskeyNoodle","ItemSodaOrangeSherbet","meatballs_epoch","sweetcorn_epoch","scam_epoch","ItemSodaRbull","ItemSodaRbull"]; _uniform = "U_O_GhillieSuit"; _money = 30000; } else { private["_num_loadouts","_dice"]; _num_loadouts = 5; _dice = floor(random(_num_loadouts)); if(_dice == 5) then { _dice = 4 }; call { if(_dice == 0) exitWith { _weapons = ["ItemMap"]; _money = 25; }; if(_dice == 1) exitWith { _weapons = ["EpochRadio0","ItemMap"]; _money = 50; }; if(_dice == 2) exitWith { _weapons = ["EpochRadio0","ItemMap","hgun_Pistol_heavy_01_F"]; _magazines = ["11Rnd_45ACP_Mag"]; _money = 100; }; if(_dice == 3) exitWith { _weapons = ["EpochRadio0","ItemMap","hgun_Pistol_heavy_01_F"]; _magazines = ["11Rnd_45ACP_Mag","11Rnd_45ACP_Mag"]; _money = 200; }; if(_dice == 4) exitWith { _weapons = ["EpochRadio0","ItemMap","hgun_Pistol_heavy_01_F"]; _magazines = ["11Rnd_45ACP_Mag","11Rnd_45ACP_Mag","11Rnd_45ACP_Mag"]; _money = 300; }; }; }; if(!isNil "_weapons" && typeName _weapons == "ARRAY") then { { player addWeapon _x; } forEach _weapons; }; if(!isNil "_magazines" && typeName _magazines == "ARRAY") then { { player addMagazine _x; } forEach _magazines; }; if(!isNil "_backpack" && typeName _backpack == "STRING") then { player addBackpack _backpack; if(!isNil "_backpack_items" && typeName _backpack_items == "ARRAY") then { { player addItemToBackpack _x; } forEach _backpack_items; }; }; if(!isNil "_vest" && typeName _vest == "STRING") then { player addVest _vest; if(!isNil "_vest_items" && typeName _vest_items == "ARRAY") then { { player addItemtoVest _x; } forEach _vest_items; }; }; if(!isNil "_uniform" && typeName _uniform == "STRING") then { player forceAddUniform _uniform; }; if(!isNil "_money" && typeName _money == "SCALAR") then { EPOCH_playerCrypto = _money; }; }; Link to comment Share on other sites More sharing options...
MadHatter05 Posted December 27, 2014 Report Share Posted December 27, 2014 Moving to scripts forum Link to comment Share on other sites More sharing options...
MisterT Posted December 27, 2014 Author Report Share Posted December 27, 2014 Guys any questions or Issues with this please let me know. I can either fix for you, or tell you how to fix, setup whatever. Just let m know Link to comment Share on other sites More sharing options...
Sporny Posted December 27, 2014 Report Share Posted December 27, 2014 I've edited the mission.sqm with eliteness: class Item2 { side = "CIV"; class Vehicles { items = 1; class Item0 { position[] = {1025.3479,5.8627834,2021.8309}; azimut = 153.62447; special = "NONE"; id = 2; side = "CIV"; vehicle = "VirtualMan_EPOCH"; player = "PLAY CDG"; leader = 1; skill = 0.6; init="if (isServer) then {execVM '\scripts\admin.sqf';};"; }; }; }; Dont work for me :( Link to comment Share on other sites More sharing options...
Gr8 Posted December 27, 2014 Report Share Posted December 27, 2014 Ah, f3cuk u beat me to it. Nice Job Link to comment Share on other sites More sharing options...
f3cuk Posted December 28, 2014 Report Share Posted December 28, 2014 - please remove - Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted December 28, 2014 Report Share Posted December 28, 2014 If I wanted to spawn new players with clothes, would I be able to do it with this? I don't have any desire to give new players anything else, but I think the underwear thing is a bit ridiculous. js2k6 1 Link to comment Share on other sites More sharing options...
pr0dukt Posted December 28, 2014 Report Share Posted December 28, 2014 Okay got it workin properly and have my admins defined. However like it was stated above, this only loads up upon the restart handler. We'd need to add in the fn_clientinit.sqf or EPOCH_load_playerPVS public variable as well for the first time players to receive the loadout? Link to comment Share on other sites More sharing options...
Brez Posted December 28, 2014 Report Share Posted December 28, 2014 lol to Zenith..funny shit. Some basic gear would be nice like a sidearm with a couple of mags like most A2 Epoch servers did. But yea.. a big crate full of gear. You sure you didn't join a Domination ARMA3 server? Good to see options! ZENITHOVMAN 1 Link to comment Share on other sites More sharing options...
Liqu1dShadow Posted December 28, 2014 Report Share Posted December 28, 2014 id like to have a script that when an admin uses tools they are forced to wear the blue racing overalls :) cyncrwler 1 Link to comment Share on other sites More sharing options...
js2k6 Posted December 28, 2014 Report Share Posted December 28, 2014 If I wanted to spawn new players with clothes, would I be able to do it with this? I don't have any desire to give new players anything else, but I think the underwear thing is a bit ridiculous. I feel the same way as you, so this is what i did to the script. (should go without saying, but edit scripts.txt 7 forceAddUniform !"U_C_Poor_1" if (!isServer) then { waitUntil {!isNull player}; waitUntil {player == player}; while {true} do {_player = player; player addEventHandler ["Respawn", { player addVest "V_41_EPOCH"; player forceAddUniform "U_C_Poor_1"; player addWeapon "ItemMap"; player addWeapon "ItemCompass"; player addWeapon "ItemWatch"; } ]; waitUntil {_player != player}; }; }; Link to comment Share on other sites More sharing options...
Riddlez Posted December 29, 2014 Report Share Posted December 29, 2014 I feel the same way as you, so this is what i did to the script. (should go without saying, but edit scripts.txt 7 forceAddUniform !"U_C_Poor_1" if (!isServer) then { waitUntil {!isNull player}; waitUntil {player == player}; while {true} do {_player = player; player addEventHandler ["Respawn", { player addVest "V_41_EPOCH"; player forceAddUniform "U_C_Poor_1"; player addWeapon "ItemMap"; player addWeapon "ItemCompass"; player addWeapon "ItemWatch"; } ]; waitUntil {_player != player}; }; }; look at you go! Link to comment Share on other sites More sharing options...
Sporny Posted December 29, 2014 Report Share Posted December 29, 2014 Dont know what's wrong, but it don't works for me. Here my init.sqf: //Loadouts player addEventHandler["Respawn",fn_player_init]; fn_player_init = { waitUntil{(typename (getPlayerUID player) == "SCALAR")}; private["_adminlist","_weapons","_magazines","_money"]; _adminlist = ["7656XXXXXXXXXXXX"]; if(getPlayerUID player in _adminlist) then { private["_backpack","_backpack_items","_vest","_vest_items","_uniform"]; _weapons = ["srifle_EBR_F","hgun_Pistol_heavy_01_F","RPG32_F","NVG_EPOCH","ItemGPS","hgun_Pistol_heavy_01_F","RangeFinder","ItemCompass","ItemWatch","EpochRadio0","ItemMap","optic_tws_mg","muzzle_snds_B"]; _magazines = ["20Rnd_762x51_Mag","11Rnd_45ACP_Mag","launch_RPG32_F"] _backpack = "B_Carryall_cbr" _backpack_items = ["ItemLockbox","20Rnd_762x51_Mag","20Rnd_762x51_Mag","11Rnd_45ACP_Mag","11Rnd_45ACP_Mag","CinderBlocks","CinderBlocks","CinderBlocks","CinderBlocks","CinderBlocks","ItemCorrugated","MortarBucket","launch_NLAW_F","launch_NLAW_F","HeatPack","ColdPack","FirstAidKit","MeleeSledge","Hatchet"]; _vest = "V_TacVest_camo"; _vest_items = ["10Rnd_762x51_Mag","10Rnd_762x51_Mag","11Rnd_45ACP_Mag","WhiskeyNoodle","ItemSodaOrangeSherbet","meatballs_epoch","sweetcorn_epoch","scam_epoch","ItemSodaRbull","ItemSodaRbull"]; _uniform = "U_O_GhillieSuit"; _money = 30000; } else { private["_num_loadouts","_dice"]; _num_loadouts = 5; _dice = floor(random(_num_loadouts)); if(_dice == 5) then { _dice = 4 }; call { if(_dice == 0) exitWith { _weapons = ["ItemMap"]; _money = 25; }; if(_dice == 1) exitWith { _weapons = ["EpochRadio0","ItemMap"]; _money = 50; }; if(_dice == 2) exitWith { _weapons = ["EpochRadio0","ItemMap","hgun_Pistol_heavy_01_F"]; _magazines = ["11Rnd_45ACP_Mag"]; _money = 100; }; if(_dice == 3) exitWith { _weapons = ["EpochRadio0","ItemMap","hgun_Pistol_heavy_01_F"]; _magazines = ["11Rnd_45ACP_Mag","11Rnd_45ACP_Mag"]; _money = 200; }; if(_dice == 4) exitWith { _weapons = ["EpochRadio0","ItemMap","hgun_Pistol_heavy_01_F"]; _magazines = ["11Rnd_45ACP_Mag","11Rnd_45ACP_Mag","11Rnd_45ACP_Mag"]; _money = 300; }; }; }; if(!isNil "_weapons" && typeName _weapons == "ARRAY") then { { player addWeapon _x; } forEach _weapons; }; if(!isNil "_magazines" && typeName _magazines == "ARRAY") then { { player addMagazine _x; } forEach _magazines; }; if(!isNil "_backpack" && typeName _backpack == "STRING") then { player addBackpack _backpack; if(!isNil "_backpack_items" && typeName _backpack_items == "ARRAY") then { { player addItemToBackpack _x; } forEach _backpack_items; }; }; if(!isNil "_vest" && typeName _vest == "STRING") then { player addVest _vest; if(!isNil "_vest_items" && typeName _vest_items == "ARRAY") then { { player addItemtoVest _x; } forEach _vest_items; }; }; if(!isNil "_uniform" && typeName _uniform == "STRING") then { player forceAddUniform _uniform; }; if(!isNil "_money" && typeName _money == "SCALAR") then { EPOCH_playerCrypto = _money; }; }; //AI Mission if(isDedicated)exitWith{}; fn_createMissionMarker = { private["_create","_markerPos","_markerName","_marker"]; _create = _this select 0; if(!_create)then[{ //delete marker if (getMarkerColor "MissionMarker" != "")then{ //Only delete existing Marker deleteMarkerLocal "MissionMarker"; }; },{ //else create marker _markerPos = _this select 1; _markerName = _this select 2; _marker = createMarkerLocal ["MissionMarker", _markerPos]; _marker setMarkerPosLocal _markerPos; _marker setMarkerTypeLocal "mil_destroy"; _marker setMarkerTextLocal format["%1",_markerName]; _marker setMarkerColorLocal "ColorRed"; _marker setMarkerDirLocal -37; _marker setMarkerSizeLocal [1.2,1.2]; }]; }; if(!isNil "GlobalMissionMarker")then{GlobalMissionMarker call fn_createMissionMarker}; "GlobalMissionMarker" addPublicVariableEventHandler {_this select 1 call fn_createMissionMarker}; "GlobalHint" addPublicVariableEventHandler {hint parseText format["%1", _this select 1]}; if(toLower worldName in ["chernarus","chernarus_summer"])then{ ([4654.62,9593.63,0] nearestObject 145259) setDamage 1; ([4654.62,9593.63,0] nearestObject 145260) setDamage 1; }; //Fix for something, find out ;) Also the first post dont work :( Link to comment Share on other sites More sharing options...
BetterDeadThanZed Posted December 29, 2014 Report Share Posted December 29, 2014 I feel the same way as you, so this is what i did to the script. Will this give players a starting skin when they first spawn, or only after a respawn? Link to comment Share on other sites More sharing options...
pr0dukt Posted December 29, 2014 Report Share Posted December 29, 2014 Im currently using this one for random starter loadouts for player respawns. except mine comes with the 'B_parachute' as a constant in the backpack slot for all players, due to a halospawn script im running. But the concept is all there. private ["_player"]; if (!isServer) then { waitUntil {!isNull player}; waitUntil {player == player}; while {true} do { _player = player; player addEventHandler ["Respawn", { _PistolANDmag = [["hgun_Pistol_Signal_F","6Rnd_GreenSignal_F"],["hgun_Pistol_Signal_F","6Rnd_RedSignal_F"],["hgun_Pistol_heavy_02_Yorris_F","6Rnd_45ACP_Cylinder"],["hgun_Pistol_heavy_02_F","6Rnd_45ACP_Cylinder"],["hgun_Pistol_heavy_01_MRD_F","11Rnd_45ACP_Mag"],["hgun_Pistol_heavy_01_snds_F","11Rnd_45ACP_Mag"],["hgun_Pistol_heavy_01_F","11Rnd_45ACP_Mag"],["hgun_ACPC2_snds_F","9Rnd_45ACP_Mag"],["hgun_ACPC2_F","9Rnd_45ACP_Mag"],["hgun_Rook40_snds_F","16Rnd_9x21_Mag"],["hgun_Rook40_F","16Rnd_9x21_Mag"],["hgun_P07_snds_F","16Rnd_9x21_Mag"],["hgun_P07_F","16Rnd_9x21_Mag"]] call BIS_fnc_selectRandom; _pistol = _PistolANDmag select 0; _mag = _PistolANDmag select 1; _item = "FAK"; _food = ["CookedSheep_EPOCH","CookedGoat_EPOCH","CookedChicken_EPOCH","CookedRabbit_EPOCH","ItemTunaCooked","ItemSeaBassCooked","ItemTroutCooked","FoodSnooter","FoodMeeps"] call BIS_fnc_selectRandom; _drink = ["ItemSodaRbull","ItemSodaOrangeSherbet","ItemSodaPurple","ItemSodaMocha","ItemSodaBurst","FoodWalkNSons","WhiskeyNoodle"] call BIS_fnc_selectRandom; _uniform = ["U_C_Driver_4","U_C_Driver_3","U_C_Driver_2","U_C_Driver_1","U_C_Scientist","U_C_Journalist","U_C_WorkerCoveralls","U_C_Poor_1","U_C_Poloshirt_redwhite","U_C_Poloshirt_salmon","U_C_Poloshirt_tricolour","U_C_Poloshirt_burgundy","U_C_Poloshirt_blue","U_C_Poloshirt_stripped"] call BIS_fnc_selectRandom; _vest = ["V_16_EPOCH","V_15_EPOCH","V_14_EPOCH","V_13_EPOCH","V_12_EPOCH","V_11_EPOCH","V_10_EPOCH","V_9_EPOCH","V_8_EPOCH","V_7_EPOCH","V_6_EPOCH","V_5_EPOCH","V_4_EPOCH","V_3_EPOCH","V_2_EPOCH","V_1_EPOCH"] call BIS_fnc_selectRandom; hint format [" %1 \n %2 \n %3 \n %4 \n %5 \n %6 \n %7",_pistol,_mag,_item,_food,_drink,_uniform,_vest]; player addVest _vest; player addWeapon _pistol; player addMagazine _mag; player addMagazine _item; player addMagazine _food; player addMagazine _drink; player forceAddUniform _uniform; }]; waitUntil {_player != player}; }; }; Sneakydude 1 Link to comment Share on other sites More sharing options...
Tobias Solem Posted December 30, 2014 Report Share Posted December 30, 2014 I think it would be cool if there could be a randomizer on the clothing script, so each fresh spawn, spawned with a random item from an array of non-military clothing. ZENITHOVMAN and BetterDeadThanZed 2 Link to comment Share on other sites More sharing options...
pr0dukt Posted December 30, 2014 Report Share Posted December 30, 2014 Like the one I just posted? Lol Only mine give you one random food and drink item as well as a hand gun with 1 clip of ammo for it. Link to comment Share on other sites More sharing options...
Sporny Posted December 30, 2014 Report Share Posted December 30, 2014 None is working for me :( Link to comment Share on other sites More sharing options...
pr0dukt Posted December 30, 2014 Report Share Posted December 30, 2014 Then you're probably doing something wrong lol Are you executing them in your misson init? [] execVM "loadoutname".sqf; ? Link to comment Share on other sites More sharing options...
Sporny Posted December 30, 2014 Report Share Posted December 30, 2014 Im currently using this one for random starter loadouts for player respawns. except mine comes with the 'B_parachute' as a constant in the backpack slot for all players, due to a halospawn script im running. But the concept is all there. private ["_player"]; if (!isServer) then { waitUntil {!isNull player}; waitUntil {player == player}; while {true} do { _player = player; player addEventHandler ["Respawn", { _PistolANDmag = [["hgun_Pistol_Signal_F","6Rnd_GreenSignal_F"],["hgun_Pistol_Signal_F","6Rnd_RedSignal_F"],["hgun_Pistol_heavy_02_Yorris_F","6Rnd_45ACP_Cylinder"],["hgun_Pistol_heavy_02_F","6Rnd_45ACP_Cylinder"],["hgun_Pistol_heavy_01_MRD_F","11Rnd_45ACP_Mag"],["hgun_Pistol_heavy_01_snds_F","11Rnd_45ACP_Mag"],["hgun_Pistol_heavy_01_F","11Rnd_45ACP_Mag"],["hgun_ACPC2_snds_F","9Rnd_45ACP_Mag"],["hgun_ACPC2_F","9Rnd_45ACP_Mag"],["hgun_Rook40_snds_F","16Rnd_9x21_Mag"],["hgun_Rook40_F","16Rnd_9x21_Mag"],["hgun_P07_snds_F","16Rnd_9x21_Mag"],["hgun_P07_F","16Rnd_9x21_Mag"]] call BIS_fnc_selectRandom; _pistol = _PistolANDmag select 0; _mag = _PistolANDmag select 1; _item = "FAK"; _food = ["CookedSheep_EPOCH","CookedGoat_EPOCH","CookedChicken_EPOCH","CookedRabbit_EPOCH","ItemTunaCooked","ItemSeaBassCooked","ItemTroutCooked","FoodSnooter","FoodMeeps"] call BIS_fnc_selectRandom; _drink = ["ItemSodaRbull","ItemSodaOrangeSherbet","ItemSodaPurple","ItemSodaMocha","ItemSodaBurst","FoodWalkNSons","WhiskeyNoodle"] call BIS_fnc_selectRandom; _uniform = ["U_C_Driver_4","U_C_Driver_3","U_C_Driver_2","U_C_Driver_1","U_C_Scientist","U_C_Journalist","U_C_WorkerCoveralls","U_C_Poor_1","U_C_Poloshirt_redwhite","U_C_Poloshirt_salmon","U_C_Poloshirt_tricolour","U_C_Poloshirt_burgundy","U_C_Poloshirt_blue","U_C_Poloshirt_stripped"] call BIS_fnc_selectRandom; _vest = ["V_16_EPOCH","V_15_EPOCH","V_14_EPOCH","V_13_EPOCH","V_12_EPOCH","V_11_EPOCH","V_10_EPOCH","V_9_EPOCH","V_8_EPOCH","V_7_EPOCH","V_6_EPOCH","V_5_EPOCH","V_4_EPOCH","V_3_EPOCH","V_2_EPOCH","V_1_EPOCH"] call BIS_fnc_selectRandom; hint format [" %1 \n %2 \n %3 \n %4 \n %5 \n %6 \n %7",_pistol,_mag,_item,_food,_drink,_uniform,_vest]; player addVest _vest; player addWeapon _pistol; player addMagazine _mag; player addMagazine _item; player addMagazine _food; player addMagazine _drink; player forceAddUniform _uniform; }]; waitUntil {_player != player}; }; }; Okay jumped over this one :D It works for me... thank you for that! Love it ;) Link to comment Share on other sites More sharing options...
cen Posted December 30, 2014 Report Share Posted December 30, 2014 Then you're probably doing something wrong lol Are you executing them in your misson init? [] execVM "loadoutname".sqf; ? Tried your version but it only works for admins. Any ideas? Link to comment Share on other sites More sharing options...
KamikazeXeX Posted December 31, 2014 Report Share Posted December 31, 2014 I have a random uniform role on my server, part of a spawn selection system but the same method could be applied to any item/weapon using BIS_fnc_selectRandom Default_Loadout is simply a call compile to a loadout definition file and when the skin is added it calls the loadout for respawns, one thing that we need to get is a freshspawn variable, one for when a player loads in for the first time, not respawns after dying Heres my random uniform role file EDIT: The reason for storing classnames in variables in this instance is to make it easier changing things in my opinion :D _UniOne = "U_O_CombatUniform_ocamo"; _UniTwo = "U_O_GhillieSuit"; _UniThree = "U_O_PilotCoveralls"; _UniFour = "U_O_Wetsuit"; _UniFive = "U_OG_Guerilla1_1"; _UniSix = "U_OG_Guerilla2_1"; _UniSeven = "U_OG_Guerilla2_2"; _UniEight = "U_OG_Guerilla2_3"; _UniNine = "U_OG_Guerilla3_1"; _UniTen = "U_OG_Guerilla3_2"; _UniEleven = "U_OG_leader"; _UniTwelve = "U_C_Poloshirt_stripped"; _UniThirteen = "U_C_Poloshirt_blue"; _UniWOne = "U_BasicBodyFemale"; _UniWTwo = "U_Wetsuit_uniform"; _UniWThree = "U_Wetsuit_White"; _UniWFour = "U_Wetsuit_Blue"; _UniWFive = "U_Wetsuit_Purp"; _UniWSix = "U_Wetsuit_Camo"; _UniWSeven = "U_Camo_uniform"; _UniWEight = "U_ghillie1_uniform"; _UniWNine = "U_ghillie2_uniform"; _UniWTen = "U_ghillie3_uniform"; _UniWEleven = "U_CamoBlue_uniform"; _UniWTwelve = "U_CamoBrn_uniform"; _UniWThirteen = "U_CamoRed_uniform"; _modelMale = (typeOF player == "Epoch_Male_F"); _modelFemale = (typeOF player == "Epoch_Female_F"); if (_modelMale) then { _KamiUniform = [_UniOne,_UniTwo,_UniThree,_UniFour,_UniFive,_UniSix,_UniSeven,_UniEight,_UniNine,_UniTen,_UniEleven,_UniTwelve,_UniThirteen] call BIS_fnc_selectRandom; player forceAddUniform _KamiUniform; }; if (_modelFemale) then { _KamiUniform = [_UniWOne,_UniWTwo,_UniWThree,_UniWFour,_UniWFive,_UniWSix,_UniWSeven,_UniWEight,_UniWNine,_UniWTen,_UniWEleven,_UniWTwelve,_UniWThirteen] call BIS_fnc_selectRandom; player forceAddUniform _KamiUniform; }; call Default_Loadout; systemChat ('Random Uniform Selected'); cutText [" \nRandom Uniform Selected","PLAIN"]; ZENITHOVMAN 1 Link to comment Share on other sites More sharing options...
cen Posted December 31, 2014 Report Share Posted December 31, 2014 I have a random uniform role on my server, part of a spawn selection system but the same method could be applied to any item/weapon using BIS_fnc_selectRandom Default_Loadout is simply a call compile to a loadout definition file and when the skin is added it calls the loadout for respawns, one thing that we need to get is a freshspawn variable, one for when a player loads in for the first time, not respawns after dying Heres my random uniform role file EDIT: The reason for storing classnames in variables in this instance is to make it easier changing things in my opinion :D _UniOne = "U_O_CombatUniform_ocamo"; _UniTwo = "U_O_GhillieSuit"; _UniThree = "U_O_PilotCoveralls"; _UniFour = "U_O_Wetsuit"; _UniFive = "U_OG_Guerilla1_1"; _UniSix = "U_OG_Guerilla2_1"; _UniSeven = "U_OG_Guerilla2_2"; _UniEight = "U_OG_Guerilla2_3"; _UniNine = "U_OG_Guerilla3_1"; _UniTen = "U_OG_Guerilla3_2"; _UniEleven = "U_OG_leader"; _UniTwelve = "U_C_Poloshirt_stripped"; _UniThirteen = "U_C_Poloshirt_blue"; _UniWOne = "U_BasicBodyFemale"; _UniWTwo = "U_Wetsuit_uniform"; _UniWThree = "U_Wetsuit_White"; _UniWFour = "U_Wetsuit_Blue"; _UniWFive = "U_Wetsuit_Purp"; _UniWSix = "U_Wetsuit_Camo"; _UniWSeven = "U_Camo_uniform"; _UniWEight = "U_ghillie1_uniform"; _UniWNine = "U_ghillie2_uniform"; _UniWTen = "U_ghillie3_uniform"; _UniWEleven = "U_CamoBlue_uniform"; _UniWTwelve = "U_CamoBrn_uniform"; _UniWThirteen = "U_CamoRed_uniform"; _modelMale = (typeOF player == "Epoch_Male_F"); _modelFemale = (typeOF player == "Epoch_Female_F"); if (_modelMale) then { _KamiUniform = [_UniOne,_UniTwo,_UniThree,_UniFour,_UniFive,_UniSix,_UniSeven,_UniEight,_UniNine,_UniTen,_UniEleven,_UniTwelve,_UniThirteen] call BIS_fnc_selectRandom; player forceAddUniform _KamiUniform; }; if (_modelFemale) then { _KamiUniform = [_UniWOne,_UniWTwo,_UniWThree,_UniWFour,_UniWFive,_UniWSix,_UniWSeven,_UniWEight,_UniWNine,_UniWTen,_UniWEleven,_UniWTwelve,_UniWThirteen] call BIS_fnc_selectRandom; player forceAddUniform _KamiUniform; }; call Default_Loadout; systemChat ('Random Uniform Selected'); cutText [" \nRandom Uniform Selected","PLAIN"]; execVM "SpaSel\Location_menu.sqf"; So assume you throw this in init.sqf or execvm to a sqf file? Link to comment Share on other sites More sharing options...
KamikazeXeX Posted December 31, 2014 Report Share Posted December 31, 2014 Essentially you could yes just run it using the respawn thing as in OP and then call this from there like this for EG if (!isServer) then { waitUntil {!isNull player}; waitUntil {player == player}; while {true} do { _player = player; player addEventHandler ["Respawn", { execVM "custom\randomuni.sqf"; }]; waitUntil {_player != player}; }; }; then have the code i first posted in a random uni file if you want loadouts then do a call compile from the init to a file with loadout defines e.g call compile preprocessFileLineNumbers "custom\LoadOuts.sqf"; in a if (!isDedicated) then { dedicated block inside that sqf have this lot for example Default_Loadout = { player addWeapon "EpochRadio0"; // Basic User Loadouts player addWeapon "ItemMap"; player addWeapon "hgun_Pistol_heavy_01_F"; player addMagazine "11Rnd_45ACP_Mag"; EPOCH_playerCrypto = 10; }; and then as per my first post call Default_Loadout; (change Default_Loadout) to whatever you call your loadout Link to comment Share on other sites More sharing options...
pr0dukt Posted January 1, 2015 Report Share Posted January 1, 2015 Tried your version but it only works for admins. Any ideas? If you use infiSTAR, it script kills it for players. Something Chris needs to sort out. Link to comment Share on other sites More sharing options...
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