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#1 Posted at 2015-01-23 15:58        
     
Hi all I"m pretty new to making arma 3 missions and i'm really stuck with getting the respawn screen to show my inventories. It just wont

Here is my description.ext :

respawn = BASE;
respawndelay = 10;
Author = "Camando"
allowFunctionsLog = 1;
overviewText = "BY CAMANDO";
overviewtextLocked = "this is locked test";
Overviewpicture = "rt8adweb.jpg";

class CfgRespawnInventory
{
class WEST1
{
displayName = "Light"; // Name visible in the menu
icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa"; // Icon displayed next to the name

// Loadout definition, uses same entries as CfgVehicles classes
weapons[] = {
"arifle_MXC_F",
"Binocular"
};
magazines[] = {
"30Rnd_65x39_caseless_mag",
"30Rnd_65x39_caseless_mag",
"SmokeShell"
};
items[] = {
"FirstAidKit"
};
linkedItems[] = {
"V_Chestrig_khk",
"H_Watchcap_blk",
"optic_Aco",
"acc_flashlight",
"ItemMap",
"ItemCompass",
"ItemWatch",
"ItemRadio"
};
uniformClass = "U_B_CombatUniform_mcam_tshirt";
backpack = "B_AssaultPack_mcamo";
};
class WEST2
{
// Alternative configuration pointing to a CfgVehicles class. Loadout will be copied from it.
vehicle = "B_soldier_AR_F"
};
};

respawnTemplatesWest[] = {"MenuPosition","MenuInventory"};

//--------------------------------------------------------------
//------------------------AIS INJURY----------------------------
//--------------------------------------------------------------
class RscTitles {
#include "ais_injury\dialogs\rscTitlesAIS.hpp"
};
class CfgFunctions {
#include "ais_injury\cfgFunctionsAIS.hpp"
#include "LVR\functions\functions.hpp"
};
//--------------------------------------------------------------

Obviously that is from the wiki. I have tried others i have googled. What am I doing wrong??


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Ch405  



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#2 Posted at 2015-01-29 18:37        
     
To make them work you have to call the BIS_fnc_addRespawnInventory function via a script.
I used the onPlayerRespawn.sqf script, which is ran automaticly each time a player respawns.

the specific line of code is:
[newUnit,<inventoryName>] call BIS_fnc_addRespawnInventory;

in which inventoryName is the name of a inventory you made in the description.ext eg. WEST1


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#3 Posted at 2015-02-03 15:31        
     
You have to do it exactly as CH405 mentioned. If you haven´t figured out here is a small example. On your Description.ext place the following :

respawn = "BASE";
respawnDelay = 10;
respawnTemplates[] = {"MenuInventory","MenuPosition"};
respawnOnStart = 0;
onLoadName = "";
loadScreen = "";
disabledAI = 1;

enableSaving = [false, false];


class CfgRespawnInventory
{
   
   class Gear1
	{
		displayName = "Private Gear"; // Name visible in the menu
		icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\private_gs.paa"; // Icon displayed next to the name

		// Loadout definition, uses same entries as CfgVehicles classes
		weapons[] = {
			"Binocular",
			"hgun_Pistol_heavy_01_F"
		};
		magazines[] = {
			"11Rnd_45ACP_Mag",
			"11Rnd_45ACP_Mag",
			"11Rnd_45ACP_Mag",
			"11Rnd_45ACP_Mag",
			"11Rnd_45ACP_Mag"
			};
		items[] = {
			"FirstAidKit"
			};
		linkedItems[] = {
			"H_Watchcap_blk",
			"optic_MRD",
			"muzzle_snds_acp",
			"NVGoggles",
			"G_Sport_BlackWhite",
			"ItemMap",
			"ItemCompass",
			"ItemWatch",
			"ItemRadio"
		};
		uniformClass = "U_I_G_Story_Protagonist_F";
		backpack = "B_FieldPack_blk";
	}; 
class Gear2
  	{
	  	displayName = "Corporal Gear";
	  	icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\corporal_gs.paa";

		weapons[] = {
			"Binocular",
			"arifle_MX_F",
			"hgun_Pistol_heavy_01_F"
		};
		magazines[] = {
			"30Rnd_65x39_caseless_mag",
			"30Rnd_65x39_caseless_mag",
			"30Rnd_65x39_caseless_mag",
			"30Rnd_65x39_caseless_mag",
			"30Rnd_65x39_caseless_mag",
			"11Rnd_45ACP_Mag",
			"11Rnd_45ACP_Mag",
			"11Rnd_45ACP_Mag",
			"11Rnd_45ACP_Mag"
			};
		items[] = {
			"FirstAidKit"
			};
		linkedItems[] = {
			"H_Watchcap_blk",
			"optic_MRD",
			"muzzle_snds_acp",
			"NVGoggles",
			"G_Sport_BlackWhite",
			"muzzle_snds_H",
			"acc_pointer_IR",
			"optic_Aco_smg",
			"ItemMap",
			"ItemCompass",
			"ItemWatch",
			"ItemRadio"
		};
		uniformClass = "U_B_CTRG_2";
		backpack = "B_AssaultPack_dgtl";
		
		
		
	}; 		
};
You can have the respawnOnStart = 0; set to 1 if you want to start with respawn so you can choose your loadout.
Then if you play BluFor then place he folowing on the init field of your unit
[west, "Gear1"] call BIS_fnc_addRespawnInventory;
That means that your unit will spawn with the "Gear1" loadout that is defined by your Description.ext file. Hope that helps.
Regards Seed


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#4 Posted at 2015-11-17 18:43        
     
hi i hope someone can answer me this question

im using almost the same script. im want to have 3 loadouts in the respawn menu but only 2 apears and it seems that i cant have more than 2 loadouts can anyone help?

Description.ext
respawn = 3;
respawnDelay = 5;
respawnVehicleDelay = 60;
respawnTemplates[] = {"MenuPosition";"menuinventory"};

class Header
{
gametype = COOP;
minPlayers = 1;
maxPlayers = 4;
};

class CfgRespawnInventory
{
class sniper
{
displayName = "Sniper"; // Name visible in the menu
icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa"; // Icon displayed next to the name

// Loadout definition, uses same entries as CfgVehicles classes
weapons[] = {
"srifle_DMR_05_blk_F",
"hgun_Pistol_heavy_01_F",
"Laserdesignator",
};
magazines[] = {
"10Rnd_93x64_DMR_05_Mag",
"10Rnd_93x64_DMR_05_Mag",
"10Rnd_93x64_DMR_05_Mag",
"10Rnd_93x64_DMR_05_Mag",
"11Rnd_45ACP_Mag";
"11Rnd_45ACP_Mag";
"11Rnd_45ACP_Mag";
"11Rnd_45ACP_Mag";
"HandGrenade",
"Chemlight_red",
"Chemlight_red",
"Chemlight_red",
};
items[] = {
"DemoCharge_Remote_Mag";
"DemoCharge_Remote_Mag";
};
linkedItems[] = {
"V_Chestrig_rgr",
"H_Shemag_olive_hs",
"muzzle_snds_93mmg",
"acc_pointer_IR",
"optic_DMS",
"optic_MRD",
"bipod_03_F_blk",
"ItemMap",
"ItemCompass",
"ItemWatch",
"ItemRadio",
"B_UavTerminal",
"NVGoggles_INDEP",
};
uniformClass = "U_B_CTRG_3";
backpack = "B_UAV_01_backpack_F";
};

class medic
{
displayName = "Medic"; // Name visible in the menu
icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa"; // Icon displayed next to the name

// Loadout definition, uses same entries as CfgVehicles classes
weapons[] = {
"arifle_MX_GL_Black_F",
"hgun_P07_F",
"Binocular",
};
magazines[] = {
"30Rnd_65x39_caseless_mag",
"30Rnd_65x39_caseless_mag",
"30Rnd_65x39_caseless_mag",
"30Rnd_65x39_caseless_mag",
"1Rnd_HE_Grenade_shell",
"1Rnd_HE_Grenade_shell",
"1Rnd_HE_Grenade_shell",
"1Rnd_HE_Grenade_shell",
"1Rnd_HE_Grenade_shell",
"1Rnd_HE_Grenade_shell",
"1Rnd_HE_Grenade_shell",
"1Rnd_HE_Grenade_shell",
"1Rnd_HE_Grenade_shell",
"11Rnd_45ACP_Mag";,
"UGL_FlareWhite_F",
"UGL_FlareWhite_F",
"UGL_FlareWhite_F",
"UGL_FlareWhite_F",
"UGL_FlareWhite_F",
"UGL_FlareWhite_F",
"UGL_FlareWhite_F",
"16Rnd_9x21_Mag",
"16Rnd_9x21_Mag",
"16Rnd_9x21_Mag",
"3Rnd_HE_Grenade_shell",
"3Rnd_HE_Grenade_shell",
"3Rnd_HE_Grenade_shell",
"Chemlight_red",
"Chemlight_red",
};
items[] = {
"Medikit",
"FirstAidKit",
"FirstAidKit",
"FirstAidKit",
"FirstAidKit",
"FirstAidKit",
"FirstAidKit",
};
linkedItems[] = {
"V_PlateCarrier_Kerry",
"H_HelmetSpecB_paint2",
"muzzle_snds_93mmg",
"acc_pointer_IR",
"optic_Aco",
"optic_MRD",
"ItemMap",
"ItemCompass",
"ItemWatch",
"ItemRadio",
"ItemGPS",
"G_Goggles_VR",
"NVGoggles_OPFOR",
};
uniformClass = "U_B_CTRG_3";
backpack = "B_AssaultPack_Kerry";}
};

class at
{
displayName = "AT"; // Name visible in the menu
icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa"; // Icon displayed next to the name

// Loadout definition, uses same entries as CfgVehicles classes
weapons[] = {
"srifle_DMR_05_blk_F",
"hgun_Pistol_heavy_01_F",
"Laserdesignator",
};
magazines[] = {
"10Rnd_93x64_DMR_05_Mag",
"10Rnd_93x64_DMR_05_Mag",
"10Rnd_93x64_DMR_05_Mag",
"10Rnd_93x64_DMR_05_Mag",
"11Rnd_45ACP_Mag";
"11Rnd_45ACP_Mag";
"11Rnd_45ACP_Mag";
"11Rnd_45ACP_Mag";
"HandGrenade",
"Chemlight_red",
"Chemlight_red",
"Chemlight_red",
};
items[] = {
"DemoCharge_Remote_Mag";
"DemoCharge_Remote_Mag";
};
linkedItems[] = {
"V_Chestrig_rgr",
"H_Shemag_olive_hs",
"muzzle_snds_93mmg",
"acc_pointer_IR",
"optic_DMS",
"optic_MRD",
"bipod_03_F_blk",
"ItemMap",
"ItemCompass",
"ItemWatch",
"ItemRadio",
"B_UavTerminal",
"NVGoggles_INDEP",
};
uniformClass = "U_B_CTRG_3";
backpack = "B_UAV_01_backpack_F";}
};

init.sqf
[eroberung, "sniper"] call BIS_fnc_addRespawnInventory;
[eroberung, "medic"] call BIS_fnc_addRespawnInventory;
[eroberung, "at"] call BIS_fnc_addRespawnInventory;


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#5 Posted at 2015-11-17 19:03        
     
Your "at" class is outside of the scope of the CfgRespawnInventory class (It's one extra brace out). You should remove the closing brace 2 lines above class at. Next time, you can use a text editor with syntax highlighting to find your mistakes. Notepad++ and Atom.io are pretty good.

Sometimes I like to think as I started the whole "earplugs" thing.

W0lle: The only advice I can give you is: Do not try to understand BI. You will not succeed and it only makes your brain go boom. I would even go so far and say that not even they understand their own actions :-D.

#define getDamage getDammage





Tags: Arma3, Inventory