Tags: No tags
Jona's Easy Redress FunctionsbyJona33 Description: I present to you five different redress functions and an extra function to easily create your own redress functions (coming soon, needs a bit tidying up). A common complaint about ARMA III is it's lack of vanilla content, hence many people turn to mods but for me if I see a mission with a list of ten unit mods that mission will be ignored. However there are only four factions in game which limits the mission maker. These functions use purely vanilla content and aim to help remedy that situation. Features:
-The SISP (Standard Issue Service Pistol) is the .45 forty five heavy pistol, given how many enemies will frequently wear body armour 9mm was dismissed as weak. -All British Combat Units are issued with some kind of body armour, however to save weight units with heavy loads (e.g. Ammo bearers) will often wear "soft" vests which don't include ceramic plates -There is only one kind of helmet and that is standardised for all
- Team leader - Autorifleman - Medic - Rifleman - Rifleman (AT) - Marksman - UAV Operator - Explosive Specialist
Installation / Usage: 1. Download the example mission 2. Copy and paste the functions folder and description.ext (may simply need to merge that) into your mission. 3. The parameters for the first four functions are 0: Unit, the unit that the loadout is to be applied to (e.g. player). 1: Local Identity (changes depending on the script,OPTIONAL) BOOLEAN, whether or not local face and voice is applied 2: Randomise, Whether or not random headgear, goggles and uniform are used (BOOLEAN,OPTIONAL). The APD function is called differently, explained below. Simplified: [unit,Identity,randomise] call JNA_fnc_redress... //An example [player,true,false] call JNA_fnc_redressSFD; The Altis Police Departement Units (APD) script is called in a different way in that it does not feature automatic unit detection. Instead you need to include the unit that will receive the loadout, the type of loadout that will be received and optionally, whether or not to assign a greek identity. This looks like: [unit,"LOADOUT",GREIDENT] call JNA_fnc_RedressAPD; //Allowed strings for loadout are "LIGHT","HEAVY","OFF","SWAT" e.g. [player,"HEAVY",true] call JNA_fnc_RedressAPD; Export Your Own Loadouts: Now included in the mission is GetLoad.sqf basically it exports the loadout of the player unit to the clipboard allowing you to quickly create whole new factions using the above template function. That's how I created the older CSAT Army (in about an hour) (although that used a slightly earlier version so line breaks were missing). My method for doing that would be the following. -In the example mission place a player unit and add the following to their init: this addAction ["<t color='#ff1111'>BIS Arsenal</t>", {["Open",true] spawn BIS_fnc_arsenal}];-Load the mission -Use the virtual arsenal to create the loadout you want -In the debug code place: _Get=execVM "GetLoad.sqf";and press local exec -Paste the code into the appropriate slot -Call in the same way as above. -Should work fine with modded weapons as well. *The template is currently set up to use Persian faces and voices by default, if you want to change this then replace the section under //Identity Section (Line 16) with the appropriate voices/faces. Example mission download link (press F6 to view the markers which explain which units are which). License: Feel free to use in whatever you like, but please do give credit where it is due. Feel free to have a look at them and tweak to suit your own needs, however DO NOT ATTEMPT TO CLAIM THIS AS YOUR OWN WORK. Changelog: Update 09/10/2014 - New script added: "GetLoad.sqf",see bottom spoiler - New Script added: "Alternative CSAT", slightly less futuristic CSAT without the defender series of helmets but with advanced uniforms. Simulates a slightly less advanced and less well equipped CSAT. - Changed: "LIGHT" and "HEAVY" APD units now wear Police Caps rather than their old military caps. - Fixed: " No entry 'config.bin/CfgWeapons'" Error-took about two hours of bug hunting but finally found the cause and added an extra check to deal with it. 27/09/2014 - Download links removed, use the example mission that is provided at the bottom. - Vehicles are correctly autodetected and the crew will be redressed for the British, FIA, MFA and SFD functions, was a typo in the original release. - British helicopter crew and pilots now wear camouflage rather than flight suits - Tweaked British Pilot load out slightly (removed chemlights+added extra .45 magazine). 26/09/2014 - first release Forum topic: - BI forums Enable javascript to be able to download from Armaholic please!
Tags: No tags
|