Dwarfer Posted January 30, 2015 Report Share Posted January 30, 2015 Has anyone got to the bottom of working out why new player are not getting this until they re-spawn ? It looks like the "player addEventHandler ["Respawn", {" does not fire or start for new players and I cannot find what controls that. Was gona try a random "Spawn" rather then respawn but just wondering if anyone else has it figured yet ? Thanks Link to comment Share on other sites More sharing options...
clarkycal Posted January 31, 2015 Report Share Posted January 31, 2015 guys im getting kicked for script restriction #24 what do i do ?? Link to comment Share on other sites More sharing options...
Scoo Posted January 31, 2015 Report Share Posted January 31, 2015 You have to add the right filter, here line 25 has to be changed in scripts.txt. Quite easy if you know what to do. clarkycal 1 Link to comment Share on other sites More sharing options...
clarkycal Posted January 31, 2015 Report Share Posted January 31, 2015 You have to add the right filter, here line 25 has to be changed in scripts.txt. Quite easy if you know what to do. Thanks! Link to comment Share on other sites More sharing options...
jox Posted February 1, 2015 Report Share Posted February 1, 2015 so guys nobody else have duping issue with each time you die you get 2 of things. Link to comment Share on other sites More sharing options...
Scoo Posted February 1, 2015 Report Share Posted February 1, 2015 This is quite normal, "addEventHandler" is repeated each time player dies. Means first time you die, you get one loadout, second time you get 2, etc... You have to add a "removeEventHandler" at the end of the loop to prevent this. Link to comment Share on other sites More sharing options...
jox Posted February 1, 2015 Report Share Posted February 1, 2015 has anyone got this to work, last time I added removeEventhandler, after respawn the debug monitor stopped working. Link to comment Share on other sites More sharing options...
Scoo Posted February 2, 2015 Report Share Posted February 2, 2015 I didnt pay attention to this, main reason is because i'm using a custom monitor. Feel free to contact me if you want to know more about this monitor. Link to comment Share on other sites More sharing options...
Guest Posted February 3, 2015 Report Share Posted February 3, 2015 I couldn't get this to work... am I missing something? I added Donators.sqf to my Root (where my infistar Run.sqf and all the folders like my MP mission files are and @epochhive is..) My donators.sqf contains the following Donators_list = ["765xxxxxxxxxxxxx","765xxxxxxxxxxxxx","765xxxxxxxxxxxxx"]; My Mission.sqm looks like this: class Groups { items = 100; class Item0 { side = "CIV"; class Vehicles { items = 1; class Item0 { position[] = {23598.076,3.19,17997.086}; azimut = 136.241; special = "NONE"; id = 0; side = "CIV"; vehicle = "VirtualMan_EPOCH"; player = "PLAY CDG"; leader = 1; skill = 0.6; init="if (isServer) then {execVM '\Donators.sqf';};"; }; }; }; private ["_player"]; if (!isServer) then { waitUntil {!isNull player}; waitUntil {player == player}; while {true} do { _player = player; player addEventHandler ["Respawn", { if (getPlayerUID player in Donations_list) then { _PistolANDmag = [["hgun_Rook40_snds_F","16Rnd_9x21_Mag"],["hgun_P07_snds_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_O_GhillieSuit"; _vest = ["V_F41_EPOCH","V_41_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 addMagazine "16Rnd_9x21_Mag"; player addMagazine "16Rnd_9x21_Mag"; player addWeapon "EpochRadio0"; player addWeapon "NVGoggles"; player addWeapon "Rangefinder"; player addWeapon "ItemWatch"; player addWeapon "ItemCompass"; player addWeapon "ItemGPS"; player addBackpack "B_AssaultPack_cbr"; player addItemToBackpack "Hatchet"; player addItemToBackpack "hatchet_swing"; player forceAddUniform _uniform; } else { _PistolANDmag = [["hgun_Rook40_F","16Rnd_9x21_Mag"],["hgun_P07_F","16Rnd_9x21_Mag"]] call BIS_fnc_selectRandom; _pistol = _PistolANDmag select 0; _mag = _PistolANDmag select 1; _item = ""; _food = ""; _drink = ""; _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_F41_EPOCH","V_41_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 addWeapon "EpochRadio0"; player addWeapon "ItemWatch"; player addWeapon "ItemCompass"; player addBackpack "B_parachute"; _modelMale = (typeOF player == "Epoch_Male_F"); _modelFemale = (typeOF player == "Epoch_Female_F"); if (_modelFemale) then { player forceAddUniform "U_BasicBodyFemale"; }; if (_modelMale) then { player forceAddUniform _uniform; }; }; }];waitUntil {_player != player}; }; }; Link to comment Share on other sites More sharing options...
MrPredatorr Posted February 4, 2015 Report Share Posted February 4, 2015 You add this part to your init.sqf private ["_player"]; if (!isServer) then { waitUntil {!isNull player}; waitUntil {player == player}; while {true} do { _player = player; player addEventHandler ["Respawn", { if (getPlayerUID player in Donations_list) then { _PistolANDmag = [["hgun_Rook40_snds_F","16Rnd_9x21_Mag"],["hgun_P07_snds_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_O_GhillieSuit"; _vest = ["V_F41_EPOCH","V_41_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 addMagazine "16Rnd_9x21_Mag"; player addMagazine "16Rnd_9x21_Mag"; player addWeapon "EpochRadio0"; player addWeapon "NVGoggles"; player addWeapon "Rangefinder"; player addWeapon "ItemWatch"; player addWeapon "ItemCompass"; player addWeapon "ItemGPS"; player addBackpack "B_AssaultPack_cbr"; player addItemToBackpack "Hatchet"; player addItemToBackpack "hatchet_swing"; player forceAddUniform _uniform; } else { _PistolANDmag = [["hgun_Rook40_F","16Rnd_9x21_Mag"],["hgun_P07_F","16Rnd_9x21_Mag"]] call BIS_fnc_selectRandom; _pistol = _PistolANDmag select 0; _mag = _PistolANDmag select 1; _item = ""; _food = ""; _drink = ""; _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_F41_EPOCH","V_41_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 addWeapon "EpochRadio0"; player addWeapon "ItemWatch"; player addWeapon "ItemCompass"; player addBackpack "B_parachute"; _modelMale = (typeOF player == "Epoch_Male_F"); _modelFemale = (typeOF player == "Epoch_Female_F"); if (_modelFemale) then { player forceAddUniform "U_BasicBodyFemale"; }; if (_modelMale) then { player forceAddUniform _uniform; }; }; }];waitUntil {_player != player}; }; }; if you don't have a init.sqf then just make one. Link to comment Share on other sites More sharing options...
Talib Posted February 5, 2015 Report Share Posted February 5, 2015 HELLO, I need help because it not working :huh: will you have ideas https://dl.dropboxusercontent.com/u/134406110/epoch.Altis.pbo Link to comment Share on other sites More sharing options...
second_coming Posted February 5, 2015 Report Share Posted February 5, 2015 I ended up reverting to a loot crate in the clone room to guarantee first time spawners being able to pickup a loadout. OzzY_MG 1 Link to comment Share on other sites More sharing options...
Guest Posted February 6, 2015 Report Share Posted February 6, 2015 I ended up reverting to a loot crate in the clone room to guarantee first time spawners being able to pickup a loadout. I got what i posted working fine on the init. I needed to clarify that I would like them to be pulled server side. Oh well.. @second_coming May I ask how you put those crates down? Link to comment Share on other sites More sharing options...
second_coming Posted February 6, 2015 Report Share Posted February 6, 2015 I got what i posted working fine on the init. I needed to clarify that I would like them to be pulled server side. Oh well.. @second_coming May I ask how you put those crates down? I found the solution on this forum somewhere, just tried to find it to give credit where it's due but can't find it again :/ Edit the mission.sqm and add in the following: class Vehicles { items=1; class Item0 { position[] = {1021.4781,5.8340983,2026.704}; azimut = 153.62447; id=102; side="EMPTY"; vehicle="O_supplyCrate_F"; skill=0.60000002; init="clearMagazineCargoGlobal this; clearWeaponCargoGlobal this; clearItemCargoGlobal this; clearAllItemsFromBackpack this; clearBackpackCargoGlobal this; this addAction[""<t color='#D11313'>Grab Starting Loadout</t>"", ""loadoutfrombox.sqf""];"; }; };This calls a script loadoutfrombox.sqf in your mission.pbo.Here is the one I use (swap xxxx for your UID:if (getPlayerUID player in ["xxxx"] ) then { hint "Admin Loadout Supplied"; clearWeaponCargo player; clearMagazineCargo player; removeBackpackGlobal player; player forceAddUniform "U_OG_Guerilla2_3"; player addBackpack "B_Carryall_oucamo"; player addHeadGear "H_11_EPOCH"; player addVest "V_26_EPOCH"; player addWeapon "hgun_P07_F"; player addWeapon "srifle_EBR_F"; player addWeapon "EpochRadio0"; player addWeapon "ItemGPS"; player addWeapon "ItemMap"; player addWeapon "ItemWatch"; player addWeapon "ItemCompass"; player addWeapon "Laserdesignator"; player addPrimaryWeaponItem "optic_tws"; player addPrimaryWeaponItem "muzzle_snds_B"; player addHandgunItem "muzzle_snds_L"; player addItemToVest "FAK"; player addItemToVest "FAK"; player addItemToVest "scam_epoch"; player addItemToVest "scam_epoch"; player addItemToVest "ItemSodaRbull"; player addItemToVest "ItemSodaRbull"; player addMagazines ["30Rnd_9x21_Mag", 4]; player addMagazines ["20Rnd_762x51_Mag", 5]; player addMagazines ["EnergyPackLg", 2]; player addMagazines ["handGrenade", 6]; player addMagazines ["DemoCharge_Remote_Mag", 4]; EPOCH_playerEnergy = 2500; EPOCH_playerCrypto = 25000; } else { hint "Standard Loadout Supplied"; clearWeaponCargo player; clearMagazineCargo player; player addWeapon "hgun_Pistol_heavy_01_F"; player addMagazine "11Rnd_45ACP_Mag"; player addWeapon "EpochRadio0"; player addWeapon "ItemMap"; player addItemToVest "FAK"; player addItemToVest "scam_epoch"; player addItemToVest "ItemSodaRbull"; player addItemToVest "11Rnd_45ACP_Mag"; player addItemToVest "11Rnd_45ACP_Mag"; EPOCH_playerCrypto = 100; EPOCH_playerEnergy = 500; _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"; }; }; Link to comment Share on other sites More sharing options...
Talib Posted February 6, 2015 Report Share Posted February 6, 2015 Salut, it's not good if you help me play https://dl.dropboxusercontent.com/u/134406110/epoch.Altis.pbo :( :( :( Link to comment Share on other sites More sharing options...
Highlander Posted February 6, 2015 Report Share Posted February 6, 2015 I found the solution on this forum somewhere, just tried to find it to give credit where it's due but can't find it again :/ Edit the mission.sqm and add in the following: class Vehicles{items=1;class Item0{position[] = {1021.4781,5.8340983,2026.704};azimut = 153.62447;id=102;side="EMPTY";vehicle="O_supplyCrate_F";skill=0.60000002;init="clearMagazineCargoGlobal this; clearWeaponCargoGlobal this; clearItemCargoGlobal this; clearAllItemsFromBackpack this; clearBackpackCargoGlobal this; this addAction[""<t color=#D11313'>Grab Starting Loadout</t>"", ""loadoutfrombox.sqf"];"; };}; This calls a script loadoutfrombox.sqf in your mission.pbo. Here is the one I use (swap xxxx for your UID: if (getPlayerUID player in ["xxxx"] ) then { hint "Admin Loadout Supplied"; clearWeaponCargo player; clearMagazineCargo player; removeBackpackGlobal player; player forceAddUniform "U_OG_Guerilla2_3"; player addBackpack "B_Carryall_oucamo"; player addHeadGear "H_11_EPOCH"; player addVest "V_26_EPOCH"; player addWeapon "hgun_P07_F"; player addWeapon "srifle_EBR_F"; player addWeapon "EpochRadio0"; player addWeapon "ItemGPS"; player addWeapon "ItemMap"; player addWeapon "ItemWatch"; player addWeapon "ItemCompass"; player addWeapon "Laserdesignator"; player addPrimaryWeaponItem "optic_tws"; player addPrimaryWeaponItem "muzzle_snds_B"; player addHandgunItem "muzzle_snds_L"; player addItemToVest "FAK"; player addItemToVest "FAK"; player addItemToVest "scam_epoch"; player addItemToVest "scam_epoch"; player addItemToVest "ItemSodaRbull"; player addItemToVest "ItemSodaRbull"; player addMagazines ["30Rnd_9x21_Mag", 4]; player addMagazines ["20Rnd_762x51_Mag", 5]; player addMagazines ["EnergyPackLg", 2]; player addMagazines ["handGrenade", 6]; player addMagazines ["DemoCharge_Remote_Mag", 4]; EPOCH_playerEnergy = 2500; EPOCH_playerCrypto = 25000;}else{ hint "Standard Loadout Supplied"; clearWeaponCargo player; clearMagazineCargo player; player addWeapon "hgun_Pistol_heavy_01_F"; player addMagazine "11Rnd_45ACP_Mag"; player addWeapon "EpochRadio0"; player addWeapon "ItemMap"; player addItemToVest "FAK"; player addItemToVest "scam_epoch"; player addItemToVest "ItemSodaRbull"; player addItemToVest "11Rnd_45ACP_Mag"; player addItemToVest "11Rnd_45ACP_Mag"; EPOCH_playerCrypto = 100; EPOCH_playerEnergy = 500; _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";}; }; This is a good solution, but..... How can you set the script up so each player can only use it once per-spawn? As it is now they could just keep getting gear until they have so much the can't carry it all Link to comment Share on other sites More sharing options...
Guest Posted February 6, 2015 Report Share Posted February 6, 2015 I got the box to spawn in altis, set up the grid and everything.. is there a reason why its not clearing the contents from "O_supplyCrate_F" its showing up with the default items that O_supplyCrate_F has.. not the loadouts i created. I placed the loadoutfrombox.sqf in the mission pbo, this is my mission.sqm section... class Item100 { side = "CIV"; class Vehicles { items=1; class Item0 { position[] = {23600.6,0.0828726,18003.8}; azimut = 0; id=100; side="EMPTY"; vehicle="O_supplyCrate_F"; skill=0.6; init="clearMagazineCargoGlobal this; clearWeaponCargoGlobal this; clearItemCargoGlobal this; clearAllItemsFromBackpack this; clearBackpackCargoGlobal this; this addAction[""<t color=#D11313'>Grab Starting Loadout</t>"", ""loadoutfrombox.sqf"];"; }; }; }; }; and this is my loadouts if (getPlayerUID player in ["xxx","xxx","xxx","xxx","xxx"] ) then { hint "admin Loadout Supplied"; clearWeaponCargo player; clearMagazineCargo player; removeBackpackGlobal player; player forceAddUniform "U_O_GhillieSuit"; player addBackpack "B_AssaultPack_cbr"; player addVest "V_41_EPOCH"; player addWeapon "hgun_Rook40_snds_F"; player addWeapon "EpochRadio0"; player addWeapon "ItemGPS"; player addWeapon "ItemMap"; player addWeapon "ItemWatch"; player addWeapon "ItemCompass"; player addWeapon "NVG_EPOCH"; player addWeapon "Rangefinder"; player addItemToVest "FAK"; player addItemToVest "scam_epoch"; player addItemToVest "ItemSodaRbull"; player addMagazines ["16Rnd_9x21_Mag", 3]; EPOCH_playerEnergy = 2500; } else { hint "Standard Loadout Supplied"; clearWeaponCargo player; clearMagazineCargo player; _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; hint format [" %1",_uniform,]; player addWeapon "hgun_P07_F"; player addMagazine "16Rnd_9x21_Mag"; player addWeapon "EpochRadio0"; player addWeapon "ItemMap"; EPOCH_playerEnergy = 500; player addBackpack "B_parachute"; _modelMale = (typeOF player == "Epoch_Male_F"); _modelFemale = (typeOF player == "Epoch_Female_F"); if (_modelFemale) then { player forceAddUniform "U_BasicBodyFemale"; }; if (_modelMale) then { player forceAddUniform _uniform; }; }; Link to comment Share on other sites More sharing options...
second_coming Posted February 6, 2015 Report Share Posted February 6, 2015 This is a good solution, but..... How can you set the script up so each player can only use it once per-spawn? As it is now they could just keep getting gear until they have so much the can't carry it all Which is why I only give out the basic loadout to everyone but myself, they can fill the default vest with ammo and a couple of handguns, it's not the end of the world. Plus I am looking into stopping people dropping items in the clone room to resolve it long term. Link to comment Share on other sites More sharing options...
second_coming Posted February 7, 2015 Report Share Posted February 7, 2015 In fact there is an easier solution to people taking more than one loadout:if (getPlayerUID player in ["xx"] ) then { hint "Admin Loadout Supplied"; clearWeaponCargo player; clearMagazineCargo player; removeBackpackGlobal player; player forceAddUniform "U_OG_Guerilla2_3"; player addBackpack "B_Carryall_oucamo"; player addHeadGear "H_11_EPOCH"; player addVest "V_26_EPOCH"; player addWeapon "hgun_P07_F"; player addWeapon "srifle_EBR_F"; player addWeapon "EpochRadio0"; player addWeapon "ItemGPS"; player addWeapon "ItemMap"; player addWeapon "ItemWatch"; player addWeapon "ItemCompass"; player addWeapon "Laserdesignator"; player addPrimaryWeaponItem "optic_tws"; player addPrimaryWeaponItem "muzzle_snds_B"; player addHandgunItem "muzzle_snds_L"; player addItemToVest "FAK"; player addItemToVest "FAK"; player addItemToVest "scam_epoch"; player addItemToVest "scam_epoch"; player addItemToVest "ItemSodaRbull"; player addItemToVest "ItemSodaRbull"; player addMagazines ["30Rnd_9x21_Mag", 4]; player addMagazines ["20Rnd_762x51_Mag", 5]; player addMagazines ["EnergyPackLg", 2]; player addMagazines ["handGrenade", 6]; player addMagazines ["DemoCharge_Remote_Mag", 4]; EPOCH_playerEnergy = 2500; EPOCH_playerCrypto = 25000; } else { if (EPOCH_playerCrypto == 0) then { hint "Standard Loadout Supplied"; clearWeaponCargo player; clearMagazineCargo player; player addWeapon "hgun_Pistol_heavy_01_F"; player addMagazine "11Rnd_45ACP_Mag"; player addWeapon "EpochRadio0"; player addWeapon "ItemMap"; player addItemToVest "FAK"; player addItemToVest "scam_epoch"; player addItemToVest "ItemSodaRbull"; player addItemToVest "11Rnd_45ACP_Mag"; player addItemToVest "11Rnd_45ACP_Mag"; EPOCH_playerCrypto = 100; EPOCH_playerEnergy = 500; _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"; }; }else{ hint "Standard Loadout Already Supplied"; }; }; Link to comment Share on other sites More sharing options...
Highlander Posted February 7, 2015 Report Share Posted February 7, 2015 In fact there is an easier solution to people taking more than one loadout: LOL Good one, thanks. Link to comment Share on other sites More sharing options...
Darth_Rogue Posted February 7, 2015 Report Share Posted February 7, 2015 This works also if (EPOCH_playerCrypto == 0) then { _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_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 ["Standard Loadout Supplied"]; clearWeaponCargo player; clearMagazineCargo player; player addVest _vest; player addWeapon _pistol; player addMagazine _mag; player addMagazine _item; player addMagazine _food; player addMagazine _drink; player addWeapon "EpochRadio0"; EPOCH_playerCrypto = 100; EPOCH_playerEnergy = 500; _modelMale = (typeOF player == "Epoch_Male_F"); _modelFemale = (typeOF player == "Epoch_Female_F"); if (_modelFemale) then { player forceAddUniform "U_BasicBodyFemale"; }; if (_modelMale) then { player forceAddUniform _uniform; }; }else{ hint "Standard Loadout Already Supplied"; }; I set mine up so admins get the same loadout as players. This way players still get a (somewhat) random loadout. These coords for the loot box work for Bornholm position[] = {13813.3,0.305496,6887.16}; azimut = 176.925; Hippeh 1 Link to comment Share on other sites More sharing options...
jox Posted February 8, 2015 Report Share Posted February 8, 2015 anyone worked out how to give a small amount of stamina everytime I add it, it only lasts a few seconds ten goes back to zero. Link to comment Share on other sites More sharing options...
prone Posted February 8, 2015 Report Share Posted February 8, 2015 anyone worked out how to give a small amount of stamina everytime I add it, it only lasts a few seconds ten goes back to zero. Don't think there is a work around for this, which is why people are giving drink/food as a loadout. Link to comment Share on other sites More sharing options...
cyncrwler Posted February 8, 2015 Report Share Posted February 8, 2015 I found the solution on this forum somewhere, just tried to find it to give credit where it's due but can't find it again :/ Edit the mission.sqm and add in the following: class Vehicles { items=1; class Item0 { position[] = {1021.4781,5.8340983,2026.704}; azimut = 153.62447; id=102; side="EMPTY"; vehicle="O_supplyCrate_F"; skill=0.60000002; init="clearMagazineCargoGlobal this; clearWeaponCargoGlobal this; clearItemCargoGlobal this; clearAllItemsFromBackpack this; clearBackpackCargoGlobal this; this addAction[""<t color='#D11313'>Grab Starting Loadout</t>"", ""loadoutfrombox.sqf""];"; }; }; Noob question here, but do I just add this below Class Item99, and follow the same syntax, or do I just add as is? I've got everything working perfect and I would like to just get this working first time rather than fiddle around with it unnecessarily, if I can help it. With all this random AI hunting everyone, a radio, and a pistol would definitely be helpful for new players to stay alive for at least a few minutes :P Link to comment Share on other sites More sharing options...
Highlander Posted February 8, 2015 Report Share Posted February 8, 2015 For the stock Altis mission.sqm and the crate almost center it would be, class Vehicles { items=1; class Item0 { position[]={23599.836,3.1900001,18000.484}; azimut=153.62447; id=100; side="EMPTY"; vehicle="O_supplyCrate_F"; skill=0.60000002; init="clearMagazineCargoGlobal this; clearWeaponCargoGlobal this; clearItemCargoGlobal this; clearAllItemsFromBackpack this; clearBackpackCargoGlobal this; this addAction[""<t color='#D11313'>Grab Starting Loadout</t>"", ""Your script name and location here""];"; }; cyncrwler 1 Link to comment Share on other sites More sharing options...
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