#Helping Verdant - Script and Mod Help

1 messages · Page 1 of 1 (latest)

late pebble
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alright what you got so far?

compact valve
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So far all we've done is used drongos config generator to make the 9 random guys we want and exported it as a faction and packed it into a pbo

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We read through this a bit and would like to do ours the same way of having each loadout in its own script and making the unit select a random one at spawn, we are just unsure where to really start

late pebble
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ok so first lets look at your configs

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what we are going to make sure you have is the init eventhandler. if you don't have one on the units, you will have to make one

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and we can go from there if you need to make one

compact valve
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This is one of our configs

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Right now we have a lot of units in it with different outfits but the same gun

late pebble
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ok so we want to first create a script that will run on a unit when it is created

compact valve
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Okay

late pebble
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first we will import any parameters into our script that we will give externally

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params [
    ["_unit", objNull, [objNull]]
];

if !(local _unit) exitWith {};
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this makes anything we add to the brackets [] call myfunctionnamehere imported as _unit so we can use it in our code

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then we make sure that the unit is local because we are going to be doing some commands that have a global effect (meaning it will show on every machine. if you don't filter what machine is running what, you will get overwrites - so we just make the machine that "owns" the unit run the code)

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how will you be storing your loadouts?

compact valve
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Could we store them each in their own sqf file?

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Or all in one?

late pebble
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lets just do variables for now

compact valve
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Okay

late pebble
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give me some uniform classes you want to use

compact valve
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I can pull those from the config right?

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The uniforms they are wearing

late pebble
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sure.

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however many you got that are unique

compact valve
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Let me check through them real quick and grab a couple

late pebble
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grab a few uniforms, a few headgear, vests, backpacks

compact valve
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Okay

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Here's a couple we want to use

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"UK3CB_LNM_B_U_Shirt_Pants_05"

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"Project_BJC_PCU_Cargo4"

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"PP_West_Squadleader_2_pack"

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"PP_West_Veteran_L1A1_6_pack"

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UK3CB_ANA_B_H_Beret_GRN

late pebble
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assuming pack is backpacks?

compact valve
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Yes

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"UK3CB_ANA_B_H_Beret_MAR"

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My friend is grabbing a few more items

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These are vests

"UK3CB_V_Chicom_Brown"
"rhs_belt_sks"
"V_BandollierB_blk"
"V_EOD_coyote_F"

late pebble
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alright give me some guns

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and some general items you want on everyone

compact valve
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"PP_West_rhs_weap_Izh18"
"PP_West_rhs_weap_l1a1_wood_rhsgref_acc_falMuzzle_l1a1"
"PP_West_UK3CB_M16A1"

So a lot of these have the name of our abreviated faction at the start of them, will that cause any issue?

late pebble
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yes because you used a generator. the generator is for basic stuff. you want to customize things on spawn so that takes more stuff

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i need the base class

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the direct parent class

compact valve
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How would I find that instead?

late pebble
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PP_West_Veteran_L1A1_3_pack: rhs_sidor

the parent class is after the : that you are importing into your class

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actually

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if you are changing the values of things in your own items, then give me those classes, which you already have above

compact valve
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Okay I think we found some of the actual guns now

late pebble
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i hate generators sometimes

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you end up having to work backwards from all the extra crap it does

compact valve
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rhs_weap_Izh18
LIB_M1A1_Thompson
LIB_M1A1_Carbine
LIB_M1A1_Thompson
UK3CB_M14
UK3CB_M16A1
uk3cb_enfield_no4_walnut

late pebble
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oooooh i see what the generator did... its making new "backpacks" with stuff already inside

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that's great for static loadouts, not for something you want randomized

compact valve
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Yea we were struggling with Alive generator before trying this one and this is the first time either of us have got into coding so its really new to us both, we really appreciate the help thus far

late pebble
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so what you have now, you can give units one of your "backpacks" which will have what you have defined in them

compact valve
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All we've been putting in the backpacks is firstaid kits and extra magazines depending on the gun

late pebble
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yeah but now if you randomize the gun, you can't do that cause your mag will be wrong

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ok lets start over

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i want you to make your loadouts using this and just put them in their own files for storage until we go to throw them in code:

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[
    [
        "arifle_MX_GL_F","muzzle_snds_H", "acc_pointer_IR", "optic_Aco",    // Primary weapon, (weapon items) silencer, pointer, optic
        ["30Rnd_65x39_caseless_mag", 30],                                    // Loaded mag in primary muzzle, ammo count
        ["1Rnd_HE_Grenade_shell", 1],                                        // Loaded mag in secondary muzzle, ammo count
        ""    // Bipod
    ],
    [],    // Secondary weapon info (see primary above)
    [    // handGun info (see primary above)
        "hgun_P07_F", "", "", "",
        ["16Rnd_9x21_Mag", 16],
        [],
        ""
    ],
    [    // Uniform
        "U_B_CombatUniform_mcam", // Uniform Type
        [    // Uniform Items
            ["FirstAidKit", 1],    // Type, count
            ["30Rnd_65x39_caseless_mag", 2, 30] // Magazines are: Type, count, ammo
        ]
    ],
    [    // Vest Info
        "V_PlateCarrierGL_rgr",    // Vest Type
        [    // Vest Items
            ["30Rnd_65x39_caseless_mag", 3, 30]
        ]
    ],
    [   // Backpack Info
        "B_Carryall_ocamo",                    // Backpack type
        [    // Backpack Items
            ["B_Carryall_khk", true],          // A backpack inside the backpack (isBackpack is true, so item is defined in CfgVehicles)
            ["U_B_CombatUniform_mcam", false], // A uniform inside the backpack (isBackpack is false, so item is defined in CfgWeapons)
            // A weapon inside the backpack
            [["arifle_MX_ACO_pointer_F", "", "acc_pointer_IR", "optic_Aco", [], [], ""], 1]
        ]
    ],
    "H_HelmetSpecB_blk",                    // Helmet
    "G_Tactical_Clear",                        //Facewear glasses/bandanna etc
    ["Binocular", "", "", "", [], [], ""],    // Weapon Binocular (follows same layout as other weapons above)
    ["ItemMap", "ItemGPS", "ItemRadio", "ItemCompass", "ItemWatch", "NVGoggles"]    // AssignedItems ItemGPS can also be a UAV Terminal
]
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really pay attention to your brackets

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or what you can do is create the loadouts you want in the editor

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then select your unit

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and go to the debug menu and type

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getUnitLoadout (get3DENMouseOver select 1)

and copy its return

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it will load everything into this format above

compact valve
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Awesome, doing that now i'll let you know when it's done

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I created a loadout and have the unit selected when I type that command in the debug menu I just get an error

late pebble
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select the unit and with your mouse over the unit

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hit ctl + D

compact valve
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okay

late pebble
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if its not right, it won't pull in that object

compact valve
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so then I got something like this, its correct?

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one sec

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[["UK3CB_M14","","","",["UK3CB_M14_20rnd_762x51",20],[],""],[],[],["UK3CB_TKA_I_U_CombatUniform_01_OLI",[["UK3CB_M14_20rnd_762x51",2,20]]],["UK3CB_ADA_B_V_TacVest_BLK",[["UK3CB_M14_20rnd_762x51",5,20]]],["UK3CB_B_Hiker",[["FirstAidKit",6],["UK3CB_M14_20rnd_762x51",13,20]]],"UK3CB_ANA_B_H_Beret_GRN","UK3CB_G_Bandanna_brown_check",[],["ItemMap","","ItemRadio","ItemCompass","ItemWatch",""]]

late pebble
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yuppers

compact valve
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okay, will do that a few more times and save them in a notepad for now

late pebble
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and put a header on them so you know what is what

compact valve
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okay

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just like loadout 1, 2, 3 etc?

late pebble
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yeah just a little note for yourself like, squad leader, team leader etc

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well poo its almost 4am. so I'll leave you with that task for now

compact valve
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thank you so much for all your help, hopefully we can pick back up at some point tomorrow, we really were struggling on where to begin and you've been a great help

late pebble
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yeah i'll let this thread close and pick up in PMs later

compact valve
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Awesome, have a good night