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Custom Loadouts for Admins and Regular Players


MisterT

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how would this be fixed, as i use infi, as the built in admin menu wouldnt work, and i purchased it for my altis server to thought i may as well use it 

 

run.sqf:

_UFI = true;	/* Use "_ForbiddenItems"/Item Check(s) */
_UIW = true;	/* if "_UIW = true;" then it checks if the items the individual player has are in "_ItemWhiteList" */
_ItemWhiteList =
[
	'AllowThisItem1','AllowThisItem2'
];

Set _UFI from true to false

Or add the items in the Whitelist 'AllowThisItem1','AllowThisItem2'

I need to add the parachute there for paradrop loadout....

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run.sqf:

_UFI = true;	/* Use "_ForbiddenItems"/Item Check(s) */
_UIW = true;	/* if "_UIW = true;" then it checks if the items the individual player has are in "_ItemWhiteList" */
_ItemWhiteList =
[
	'AllowThisItem1','AllowThisItem2'
];

Set _UFI from true to false

Or add the items in the Whitelist 'AllowThisItem1','AllowThisItem2'

I need to add the parachute there for paradrop loadout....

If i add items to Whitelist, i must to add default allowed items too or this area is only for custom items?

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/*  Use Item Check   */ _UFI = false; /* true or false */ 

 

already false and still normal players dont spawn with custom loadout gear :/

 

also will this work

 

'Rocket_03_AP_Plane_CAS_02_F','Twin_Cannon_20mm'
[
'AllowThisEpochRadio0','AllowThisItem2'
 
or is it this
 
'Rocket_03_AP_Plane_CAS_02_F','Twin_Cannon_20mm'
[
'EpochRadio0','AllowThisItem2'
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I've addressed this with Chris (infistar). Last I heard, he was going to look into it. I'm not sure if it's been fixed yet however. 

 

It does indeed get script killed for players, and not admins.

not fixed jet. Chris antihack delete all custom items after they spawn for normal players

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ok so I am using Second_comings script but after each death, spawn items double up how can I stop items from doubling, ty

 

Right under

waitUntil {_player != player};

I added

waitUntil {!alive player};
player removeEventHandler ["Respawn", 0];

Not sure this is 100% correct but it should prevent loadout from spawning multiple times.

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Hi All, 

 

Few questions as I'm fairly new to all of this and would appreciate all the help! 

 

I'm trying to apply this on top of the SEM mission loadout. Would I need to create a loadout folder in "missions" Or "MPMissions" with an init.sqf containing the loadout script in "Loadout" and another "init.sqf" in the root Missions directory containing "[] execVM"? And when I go to pack the PBO file; since I don't have anything in "Missions" directory correctly, would it just be the loadout and the new Missions init.sqf I pack? Or would I need to do this all with the "MPMissions" directory? And apply the loadout on top of the SEM init.sqf?

 

Seems simple enough, but I've already broken enough "simple" things :P. Thanks for all the advise in advance, really appreciate everyone's time!  

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I like the idea of giving the fresh spawns a pistol, a piece of food, a drink and some basic clothing, especially on a server like mine with roaming AI all over the place but I hate the monetizing of this. We're going to start seeing loadouts being sold on all servers soon, again, pay to win. I saw a thread locked by Sequisha today just for people suggesting scripts that could monetize servers and make them easier and here's one that's flat out doing it, surprised it hasn't been locked or deleted yet.

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I made mine even simpler, I just want the players to have 1 soda, and 1 food into the default pack you start out with, a radio for Vampire's AI missions, and clothes for either male or female.. So from what I gathered so far is I have to do the following six steps, and paste that content I have below the steps into the loadout.sqf and that is it?

 

1. Create loadout folder inside mission folder
2. Create new .sqf and name it loadout inside loadout folder
3. Paste the contents into the loadout.sqf
4. Add [] execVM to your mission init.sqf
5. Repack PBO and restart server
6. Add BE filters for the gear you added by getting kicked

 

 

 

if (!isServer) then {

                waitUntil {!isNull player};

                waitUntil {player == player};

               

                while {true} do {

                                _player = player;

                                player addEventHandler ["Respawn", {

 

                                                player addWeapon "EpochRadio0";

                                                player addItemToVest "scam_epoch";

                                                player addItemToVest "ItemSodaRbull";    

       

                        _modelMale = (typeOF player == "Epoch_Male_F");

                        _modelFemale = (typeOF player == "Epoch_Female_F");    

       

                         if (_modelFemale) then {

                            player forceAddUniform "U_BasicBodyFemale";

                         };

                         if (_modelMale) then {

                            player forceAddUniform "U_C_Poor_1";

                         };                                                   

 

                                }];

                                waitUntil {_player != player};

                };

};

 

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I discovered an interesting phenomenon, when I did an addition of "player AddMagazine "Chemlight_blue"; it for WHATEVER ARMA 3 CRAZY ASS reason added 53 pieces of blue chemlights.

Since I am a man with a vast sense of humour I took the opportunity to explain this to my players as an intended "feature". But I would still love for someone to shed some light (hah) over the deilluminated predicament I am currently in.

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I discovered an interesting phenomenon, when I did an addition of "player AddMagazine "Chemlight_blue"; it for WHATEVER ARMA 3 CRAZY ASS reason added 53 pieces of blue chemlights.

Since I am a man with a vast sense of humour I took the opportunity to explain this to my players as an intended "feature". But I would still love for someone to shed some light (hah) over the deilluminated predicament I am currently in.

 

try the following

player AddMagazine ["Chemlight_blue",1];
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For some reason this isn't working for me, I keep getting "Warning Message: Script epoch.Altis\loadout\loadout.sqf not found" in the RPT log. This is what I Put in the loadout.sqf, I've tried other ways but it isn't working.

 

if (!isServer) then {



waitUntil {!isNull player};

waitUntil {player == player};



while {true} do {

_player = player;

player addEventHandler ["Respawn", {



player addWeapon "EpochRadio0";

player addItemToVest "scam_epoch";

player addItemToVest "ItemSodaRbull";



_modelMale = (typeOF player == "Epoch_Male_F");

_modelFemale = (typeOF player == "Epoch_Female_F");



if (_modelFemale) then {

player forceAddUniform "U_BasicBodyFemale";

};

if (_modelMale) then {

player forceAddUniform "U_C_Poor_1";

};



}];

waitUntil {_player != player};

};

};

 

this is what my epoch.altis.pbo looks like, I put the above loadout.sqf in the loadout folder.

 

QGaPdvl.jpg

 

In my InitServer.sqf I used the following below. Is that how I'm supposed to type in where the file is located in the directory?

 

if (isServer) then {   

       [] ExecVM "epoch.Altis\loadout\loadout.sqf";
};

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For some reason this isn't working for me, I keep getting "Warning Message: Script epoch.Altis\loadout\loadout.sqf not found" in the RPT log. This is what I Put in the loadout.sqf, I've tried other ways but it isn't working.

 

if (!isServer) then {

waitUntil {!isNull player};

waitUntil {player == player};

while {true} do {

_player = player;

player addEventHandler ["Respawn", {

player addWeapon "EpochRadio0";

player addItemToVest "scam_epoch";

player addItemToVest "ItemSodaRbull";

_modelMale = (typeOF player == "Epoch_Male_F");

_modelFemale = (typeOF player == "Epoch_Female_F");

if (_modelFemale) then {

player forceAddUniform "U_BasicBodyFemale";

};

if (_modelMale) then {

player forceAddUniform "U_C_Poor_1";

};

}];

waitUntil {_player != player};

};

};

 

this is what my epoch.altis.pbo looks like, I put the above loadout.sqf in the loadout folder.

 

QGaPdvl.jpg

 

In my InitServer.sqf I used the following below. Is that how I'm supposed to type in where the file is located in the directory?

 

if (isServer) then {   

       [] ExecVM "epoch.Altis\loadout\loadout.sqf";

};

just []execVM "loadout\loadout.sqf" in your init.sqf    no need for the pbo name as you are already in it.

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yep dude, you dont even need if (isServer) then

you can write this only: []execVM "loadout\loadout.sqf"

 

 

just []execVM "loadout\loadout.sqf" in your init.sqf    no need for the pbo name as you are already in it.

 

Thanks guys, had to apply some BE script filters after the change. Thanks for your help.

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Does anyone know if it's possible to trigger giving the loadout based on a player using one of the teleports? ie. you are naked until you teleport, then when you arrive at the destination you are given the gear?

 

to aswer your question, yes.

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