Arma 3
Custom Respawn Loadout Roles
this really works well, but the problem comes in that, when the OpFor team should also have their own equipment. This gives both sides the same equipment. Where has an error occurred?

Description.ext

Respawn = 3;
RespawnDelay = 5;
respawnTemplatesWest[] = {"MenuInventory", "MenuPosition", "Tickets"};
respawnTemplatesEast[] = {"MenuInventory", "MenuPosition", "Tickets"};

#include "loadout.cpp"

Init.sqf
//West
[missionNamespace,["WEST1",1,1]] call BIS_fnc_addRespawnInventory;
[missionNamespace,["WEST2",1,1]] call BIS_fnc_addRespawnInventory;
[missionNamespace,["WEST3",1,1]] call BIS_fnc_addRespawnInventory;
[missionNamespace,["WEST4",1,1]] call BIS_fnc_addRespawnInventory;
[missionNamespace,["WEST5",1,1]] call BIS_fnc_addRespawnInventory;
[missionNamespace,["WEST6",1,1]] call BIS_fnc_addRespawnInventory;
[missionNamespace,["WEST7",1,1]] call BIS_fnc_addRespawnInventory;

// East
[missionNamespace,["EAST1",1,1]] call BIS_fnc_addRespawnInventory;
[missionNamespace,["EAST2",1,1]] call BIS_fnc_addRespawnInventory;
[missionNamespace,["EAST3",1,1]] call BIS_fnc_addRespawnInventory;
[missionNamespace,["EAST4",1,1]] call BIS_fnc_addRespawnInventory;
[missionNamespace,["EAST5",1,1]] call BIS_fnc_addRespawnInventory;
[missionNamespace,["EAST6",1,1]] call BIS_fnc_addRespawnInventory;
[missionNamespace,["EAST7",1,1]] call BIS_fnc_addRespawnInventory;

loadout.cpp

class CfgRoles
{
class LMG
{
displayName = "LMG"; // specialty name
icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\private_gs.paa"; // Icon displayed next to the name
};

class Assault
{
displayName = "Assault";
icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\corporal_gs.paa";
};

class Sniper
{
displayName = "Sniper";
icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\lieutenant_gs.paa";
};

class Specials
{
displayName = "Special forces";
icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa";
};

}

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

// Loadout definition, uses same entries as CfgVehicles classes
weapons[] = {
"srifle_LRR_camo_F", // primary ArmA
"hgun_P07_F", // secondary weapon
"Rangefinder"
};
magazines[] = {
"7Rnd_408_Mag",
"7Rnd_408_Mag",
"7Rnd_408_Mag",
"7Rnd_408_Mag",
"7Rnd_408_Mag",
"7Rnd_408_Mag",
"7Rnd_408_Mag",
"16Rnd_9x21_red_Mag",
"16Rnd_9x21_red_Mag",
"16Rnd_9x21_red_Mag",
"16Rnd_9x21_red_Mag",
"HandGrenade",
"HandGrenade"
};
items[] = {
"FirstAidKit",
"FirstAidKit"
};
linkedItems[] = {
"V_TacVest_oli", // Vest
"H_Bandanna_mcamo", // Helmet
"NVGoggles",
"optic_LRPS",
"muzzle_snds_L",
"ItemMap",
"ItemGPS",
"ItemCompass",
"ItemWatch",
"ItemRadio"
};
uniformClass = "U_B_GhillieSuit";
};

class WEST2
{
displayName = "Sniper II";
icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\lieutenant_gs.paa";
role = "Sniper";


weapons[] = {
"srifle_EBR_F",
"Rangefinder"
};
magazines[] = {
"20Rnd_762x51_Mag",
"20Rnd_762x51_Mag",
"20Rnd_762x51_Mag",
"20Rnd_762x51_Mag",
"HandGrenade",
"HandGrenade",
"HandGrenade",
};
items[] = {
"FirstAidKit"
};
linkedItems[] = {
"V_Chestrig_khk",
"H_Watchcap_blk",
"optic_Sos",
"acc_flashlight",
"ItemMap",
"ItemCompass",
"ItemWatch",
"ItemRadio"
};
uniformClass = "U_BG_Guerrilla_6_1";
backpack = "B_AssaultPack_mcamo";
};

class WEST3
{
displayName = "Granadeiro";
icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\corporal_gs.paa"; // Icon displayed next to the name
role = "Assault";


weapons[] = {
"arifle_MX_GL_Black_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",
"SmokeShell"
};
items[] = {
"FirstAidKit"
};
linkedItems[] = {
"V_Chestrig_khk",
"H_Watchcap_blk",
"optic_Hamr",
"acc_flashlight",
"ItemMap",
"ItemCompass",
"ItemWatch",
"ItemRadio"
};
uniformClass = "U_BG_Guerrilla_6_1";
backpack = "B_AssaultPack_mcamo";
};


class WEST4

{
displayName = "Assalto FN F2000";
icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\corporal_gs.paa"; // Icon displayed next to the name
role = "Assault";


weapons[] = {
"arifle_Mk20_GL_plain_F",
"Binocular"
};
magazines[] = {
"30Rnd_556x45_Stanag",
"30Rnd_556x45_Stanag",
"30Rnd_556x45_Stanag",
"30Rnd_556x45_Stanag",
"1Rnd_HE_Grenade_shell",
"1Rnd_HE_Grenade_shell",
"1Rnd_HE_Grenade_shell",
"SmokeShell"
};
items[] = {
"FirstAidKit"
};
linkedItems[] = {
"V_Chestrig_khk",
"H_Watchcap_blk",
"optic_MRCO",
"acc_flashlight",
"ItemMap",
"ItemCompass",
"ItemWatch",
"ItemRadio"
};
uniformClass = "U_BG_Guerrilla_6_1";
backpack = "B_AssaultPack_mcamo";
};

class WEST5

{
displayName = "Anti Tank";
icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\corporal_gs.paa"; // Icon displayed next to the name
role = "Assault";


weapons[] = {
"arifle_SPAR_01_GL_snd_F",
"launch_RPG32_F",
"Binocular"
};
magazines[] = {
"30Rnd_556x45_Stanag",
"30Rnd_556x45_Stanag",
"30Rnd_556x45_Stanag",
"30Rnd_556x45_Stanag",
"1Rnd_HE_Grenade_shell",
"1Rnd_HE_Grenade_shell",
"1Rnd_HE_Grenade_shell",
"RPG32_HE_F",
"RPG32_F",
"SmokeShell"
};
items[] = {
"FirstAidKit"
};
linkedItems[] = {
"V_Chestrig_khk",
"H_Watchcap_blk",
"optic_MRCO",
"acc_flashlight",
"ItemMap",
"ItemCompass",
"ItemWatch",
"ItemRadio"
};
uniformClass = "U_BG_Guerrilla_6_1";
backpack = "B_AssaultPack_mcamo";
};


class WEST6
{
displayName = "LMG Leve";
icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\private_gs.paa"; // Icon displayed next to the name
role = "LMG";

// Loadout definition, uses same entries as CfgVehicles classes
weapons[] = {
"arifle_MX_SW_Black_F",
"Binocular"
};
magazines[] = {
"100Rnd_65x39_caseless_mag",
"100Rnd_65x39_caseless_mag",
"100Rnd_65x39_caseless_mag",
"100Rnd_65x39_caseless_mag",
"SmokeShell"
};
items[] = {
"FirstAidKit"
};
linkedItems[] = {
"V_Chestrig_khk",
"H_Watchcap_blk",
"optic_Arco",
"acc_flashlight",
"ItemMap",
"ItemCompass",
"ItemWatch",
"ItemRadio"
};
uniformClass = "U_B_CombatUniform_mcam_tshirt";
backpack = "B_AssaultPack_mcamo";
};

class WEST7
{
displayName = "LMG Médio";
icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\private_gs.paa"; // Icon displayed next to the name
role = "LMG";

// Loadout definition, uses same entries as CfgVehicles classes
weapons[] = {
"LMG_Zafir_F",
"Binocular"
};
magazines[] = {
"150Rnd_762x54_Box",
"150Rnd_762x54_Box",
"150Rnd_762x54_Box",
"150Rnd_762x54_Box",
"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 EAST1
{
displayName = "Sniper I CSAT";
icon = "\A3\Ui_f\data\GUI\Cfg\Ranks\sergeant_gs.paa"; // Icon displayed next to the name";
role = "Sniper";

// Loadout definition, uses same entries as CfgVehicles classes
weapons[] = {
"srifle_LRR_F",
"hgun_Rook40_F",
"Rangefinder"
};
magazines[] = {
"7Rnd_408_Mag",
"7Rnd_408_Mag",
"7Rnd_408_Mag",
"7Rnd_408_Mag",
"7Rnd_408_Mag",
"7Rnd_408_Mag",
"7Rnd_408_Mag",
"30Rnd_9x21_Yellow_Mag",
"30Rnd_9x21_Yellow_Mag",
"30Rnd_9x21_Yellow_Mag",
"30Rnd_9x21_Yellow_Mag",
"HandGrenade",
"HandGrenade"
};
items[] = {
"FirstAidKit",
"FirstAidKit"
};
linkedItems[] = {
"V_TacVest_blk",
"H_Bandanna_gry",
"muzzle_snds_L",
"optic_LRPS",
"ItemMap",
"ItemCompass",
"ItemWatch",
"ItemRadio",
"ItemGPS"
};
uniformClass = "U_O_GhillieSuit";
};
};

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Zobrazeno 11 z 1 komentářů
Fety 24. kvě. 2023 v 22.09 
this is four years late but this script helped me figure out how to do custom loadouts. for me [west,"WEST1"] call bis_fnc_addRespawnInventory; worked instead of [missionNamespace,["WEST1",1,1]] call BIS_fnc_addRespawnInventory;
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Zobrazeno 11 z 1 komentářů
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Datum zveřejnění: 30. led. 2018 v 11.11
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