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[CCG]Cyborg
08.03.2014, 12:59
Hi Leute,

Diesmal möchte ich:

In einen Auslöser bei Aktivierung folgendes:

z.B.
{removeUniform _x} forEach O_medic_F

...so geht es freilich nicht, aber wie dann?

Jemand hier ne Idee:
{removeUniform _x} forEach getArray (configFile >> "CfgVehicles" >> "?" >> "?")

Oder hier:

{removeUniform _x} forEach entities "O_medic_F"
// was mit "man" funktioniert!!


Oder mit forEach units [] ??

HELP PLEASE

LG Cyborg

Drunken Officer
08.03.2014, 13:18
https://community.bistudio.com/wiki/isKindOf

T-800a
08.03.2014, 13:41
im auslöser bei aktivierung:
{
if ( _x isKindOf "O_medic_F" ) then { removeUniform _x };
} forEach thislist;


bei auslösern bezihet sich thislist auf alle einheiten die, die bedienungen des auslösers erfüllen

[CCG]Cyborg
08.03.2014, 14:31
Oh man! ;)

Ich werd das nie kapieren...:stupid:

da ne IF Abfrage in den forEach Code zu packen...

Dich kann man echt brauchen ;)

Danke!!!

[CCG]Cyborg
08.03.2014, 18:22
Uiii ich muss noch mal nachfragen...


Das ist nicht so gelaufen wie geplant.... :(

Also ich weiss nicht ob jemand von euch den ALive Mod kennt.

Naja, dieser Mod kann jedenfalls Einheiten von der Karte entfernen und sie wieder spawnen wenn sie in Reichweite sind.
Dies ist für die Performance sehr gut und ermöglicht es grosse Missionen mit viel Feindaktivität zu handeln.

Nun muss ich OPFOR neu einkleiden, weil es eine JungleMap ist...
Das mit dem Trigger von T800 funktioniert super.

Nur leider nur einmal, denn sobald OPFOR auslöst und den trigger nicht mehr verlässt, wird jede neue Einheit die spawnt, in Standardkleidung erstellt. Was könnte man machen, damit jede Einheit die dem Spieler näher als z.B. 1500m ist klamottentechnisch umgerüstet wird, wenn sie es noch nicht ist? Das im Gefecht, der Feind plötzlich für 2ms nackig ist, ist leider nicht so günstig :(

Ich weiß, ich frag hier Löcher in den Käse, aber vielleicht hilft es ja nicht nur mir weiter... :shy:

[CCG]Cyborg
08.03.2014, 20:10
Ok bin noch net ganz überzeugt weil er scheinbar den sleep übergeht??

_null = [] spawn {while {true} do {{if ((( _x isKindOf "O_Soldier_SL_F" ) OR ( _x isKindOf "O_Soldier_TL_F" )) AND NOT (_x hasWeapon "arifle_TRG20_ACO_Flash_F")) then {removeUniform _x;};} forEach allunits;};sleep 5;};


so scheint es aber zu gehen??

[CCG]Cyborg
09.03.2014, 00:52
Nach Problemen im MP wegen local Uniform hier die Finale funktionierende Variante um OPFOR umzukleiden...

besteht Interesse an einer kompletten Liste für alle OPFOR Units in grüner AAF Uniform,AAF Waffen und Caps,Bandana etc?

egal, hier habt ihr das Zeug ;)
Ist nicht komplett, aber die classnames kann man ja selber eintragen.
je nachdem was man will.

Danke nochmal T800 ;)


//Schütze,Teamleader,Truppführer "O_Soldier_SL_F" und "O_Soldier_TL_F"
_null = [] spawn {while {true} do {{if ((( _x isKindOf "O_Soldier_SL_F" ) OR ( _x isKindOf "O_Soldier_TL_F" ) OR (_x isKindOf "O_Soldier_F")) AND NOT (uniform _x == "U_I_CombatUniform_tshirt")) then {
removeUniform _x;
removeVest _x;
removeHeadgear _x;
removeBackpack _x;
_x addUniform "U_I_CombatUniform_tshirt";
_x addVest "V_PlateCarrierIA1_dgtl";
_x unassignItem "NVGoggles_OPFOR";
_x removeItem "NVGoggles_OPFOR";
_x addweapon "arifle_TRG20_ACO_Flash_F";
_x removePrimaryWeaponItem "optic_Aco_grn";
_x addPrimaryWeaponItem "optic_Mrco";
_x addmagazines ["30Rnd_556x45_Stanag_Tracer_Green", 10];
_x addweapon "Binocular";
_x assignitem "Binocular";
_x additem "FirstAidKit";
_x addmagazines ["SmokeShell",3];
_x addmagazines ["HandGrenade",4];
_x allowFleeing 0.4;
_x addheadgear "H_MilCap_dgtl";
_x addmagazines ["16Rnd_9x21_Mag",2];
};} forEach allunits;};};


//Automatik-Schütze "O_Soldier_AR_F"
_null = [] spawn {while {true} do {{if ((( _x isKindOf "O_Soldier_AR_F" ) OR ( _x isKindOf "O_Soldier_lite_F" )) AND NOT (uniform _x == "U_I_CombatUniform_tshirt")) then {
removeUniform _x;
removeVest _x;
removeHeadgear _x;
removeBackpack _x;
_x addUniform "U_I_CombatUniform_tshirt";
_x additem "FirstAidKit";
_x addmagazines ["SmokeShell",3];
_x addVest "V_PlateCarrierIA1_dgtl";
_x addmagazines ["HandGrenade",4];
_x addmagazines ["16Rnd_9x21_Mag",2];
_x addbackpack "B_Kitbag_sgg";
_x addmagazines["150Rnd_762x51_Box_Tracer", 4];
_x unassignItem "NVGoggles_OPFOR";
_x removeItem "NVGoggles_OPFOR";
_x addweapon "LMG_Zafir_F";
_x removePrimaryWeaponItem "optic_Aco_grn";
_x addPrimaryWeaponItem "optic_Mrco";
_x addweapon "Binocular";
_x assignitem "Binocular";
_x addheadgear "H_Bandanna_sgg";
_x allowFleeing 0.4;
};} forEach allunits;};};

//Zweiter - Automatik-Schütze "O_Soldier_AAR_F"
_null = [] spawn {while {true} do {{if ((( _x isKindOf "O_Soldier_AAR_F" ) OR ( _x isKindOf "O_Soldier_AAT_F" )) AND NOT (uniform _x == "U_I_CombatUniform_tshirt")) then {
removeUniform _x;
removeVest _x;
removeHeadgear _x;
removeBackpack _x;
_x addUniform "U_I_CombatUniform_tshirt";
_x additem "FirstAidKit";
_x addmagazines ["SmokeShell",3];
_x addVest "V_PlateCarrierIA1_dgtl";
_x addmagazines ["HandGrenade",4];
_x addmagazines ["16Rnd_9x21_Mag",2];
_x addbackpack "B_Kitbag_sgg";
_x addmagazines["150Rnd_762x51_Box_Tracer", 4];
_x addmagazines ["30Rnd_556x45_Stanag_Tracer_Green", 8];
_x unassignItem "NVGoggles_OPFOR";
_x removeItem "NVGoggles_OPFOR";
_x addweapon "arifle_TRG20_ACO_Flash_F";
_x removePrimaryWeaponItem "optic_Aco_grn";
_x addPrimaryWeaponItem "optic_Mrco";
_x addweapon "Binocular";
_x assignitem "Binocular";
_x addheadgear "H_Bandanna_sgg";
_x allowFleeing 0.4;
};} forEach allunits;};};

//Sanitäter "O_medic_F"
_null = [] spawn {while {true} do {{if ((( _x isKindOf "O_medic_F" ) OR ( _x isKindOf "O_recon_medic_F" )) AND NOT (uniform _x == "U_I_CombatUniform_tshirt")) then {
removeUniform _x;
removeVest _x;
removeHeadgear _x;
removeBackpack _x;
_x addUniform "U_I_CombatUniform_tshirt";
_x addmagazines ["SmokeShell",3];
_x addVest "V_PlateCarrierIA1_dgtl";
_x addmagazines ["HandGrenade",4];
_x addmagazines ["16Rnd_9x21_Mag",2];
_x addbackpack "B_Kitbag_sgg";
_x addmagazines ["30Rnd_556x45_Stanag_Tracer_Green", 8];
_x unassignItem "NVGoggles_OPFOR";
_x removeItem "NVGoggles_OPFOR";
_x addweapon "arifle_TRG21_F";
_x removePrimaryWeaponItem "optic_Aco_grn";
_x addPrimaryWeaponItem "optic_Mrco";
_x addweapon "Binocular";
_x assignitem "Binocular";
_x addheadgear "H_Booniehat_dgtl";
_x additem "Medikit";
_x addItemToBackpack "FirstAidKit";
_x addItemToBackpack "FirstAidKit";
_x addItemToBackpack "FirstAidKit";
_x addItemToBackpack "FirstAidKit";
_x addItemToBackpack "FirstAidKit";
_x addItemToBackpack "FirstAidKit";
_x addmagazines ["SmokeShellRed",4];
_x removePrimaryWeaponItem "acc_pointer_IR";
_x addPrimaryWeaponItem "acc_flashlight";
_x allowFleeing 0.4;
};} forEach allunits;};};

//Marksman or Sniper "O_spotter_F" and "O_sniper_F"
_null = [] spawn {while {true} do {{if ((( _x isKindOf "O_spotter_F" ) OR ( _x isKindOf "O_sniper_F" )) AND NOT (uniform _x == "U_I_CombatUniform_shortsleeve")) then {
removeUniform _x;
removeVest _x;
removeHeadgear _x;
removeBackpack _x;
_x addUniform "U_I_CombatUniform_shortsleeve";
_x addVest "V_PlateCarrierSpec_rgr";
_x unassignItem "NVGoggles_OPFOR";
_x removeItem "NVGoggles_OPFOR";
_x addweapon "srifle_DMR_01_DMS_F";
_x addmagazines ["10Rnd_762x51_Mag", 10];
_x addweapon "Rangefinder";
_x assignitem "Rangefinder";
_x additem "FirstAidKit";
_x addmagazines ["SmokeShell",3];
_x addmagazines ["HandGrenade",4];
_x addheadgear "H_Shemag_olive";
_x addmagazines ["16Rnd_9x21_Mag",2];
_x addHandgunItem "muzzle_snds_L";
_x allowFleeing 0.4;
};} forEach allunits;};};

//Grenadier "O_Soldier_GL_F"
_null = [] spawn {while {true} do {{if ((( _x isKindOf "O_Soldier_GL_F" ) OR ( _x isKindOf "O_recon_LAT_F" )) AND NOT (uniform _x == "U_I_CombatUniform_tshirt")) then {
removeUniform _x;
removeVest _x;
removeHeadgear _x;
removeBackpack _x;
_x addUniform "U_I_CombatUniform_tshirt";
_x addmagazines ["16Rnd_9x21_Mag",2];
_x additem "FirstAidKit";
_x addVest "V_PlateCarrierIA1_dgtl";
_x addmagazines ["SmokeShell",2];
_x addmagazines ["HandGrenade",2];
_x addmagazines ["1Rnd_HE_Grenade_shell",6];
_x addmagazines ["UGL_FlareWhite_F",2];
_x addmagazines ["1Rnd_Smoke_Grenade_shell",2];
_x addmagazines ["30Rnd_556x45_Stanag_Tracer_Green", 8];
_x unassignItem "NVGoggles_OPFOR";
_x removeItem "NVGoggles_OPFOR";
_x addweapon "arifle_TRG21_GL_MRCO_F";
_x addweapon "Binocular";
_x assignitem "Binocular";
_x addheadgear "H_MilCap_dgtl";
_x allowFleeing 0.4;
};} forEach allunits;};};

//AT Schütze "O_Soldier_LAT_F" und "O_Soldier_AT_F"
_null = [] spawn {while {true} do {{if ((( _x isKindOf "O_Soldier_LAT_F" ) OR ( _x isKindOf "O_Soldier_AT_F" )) AND NOT (uniform _x == "U_I_CombatUniform_tshirt")) then {
removeUniform _x;
removeVest _x;
removeHeadgear _x;
removeBackpack _x;
_x addUniform "U_I_CombatUniform_tshirt";
_x additem "FirstAidKit";
_x addmagazines ["SmokeShell",3];
_x addVest "V_PlateCarrierIA1_dgtl";
_x addmagazines ["HandGrenade",4];
_x addmagazines ["16Rnd_9x21_Mag",2];
_x addbackpack "B_Kitbag_sgg";
_x addmagazines ["NLAW_F",2];
_x addmagazines ["30Rnd_556x45_Stanag_Tracer_Green", 8];
_x unassignItem "NVGoggles_OPFOR";
_x removeItem "NVGoggles_OPFOR";
_x addweapon "arifle_TRG20_ACO_Flash_F";
_x addweapon "launch_NLAW_F";
_x removePrimaryWeaponItem "optic_Aco_grn";
_x addPrimaryWeaponItem "optic_Mrco";
_x addweapon "Binocular";
_x assignitem "Binocular";
_x allowFleeing 0.4;
};} forEach allunits;};};

//AA Schütze "O_Soldier_AA_F"
_null = [] spawn {while {true} do {{if ((( _x isKindOf "O_Soldier_AA_F" ) OR ( _x isKindOf "O_Soldier_AAA_F" )) AND NOT (uniform _x == "U_I_CombatUniform_tshirt")) then {
removeUniform _x;
removeVest _x;
removeHeadgear _x;
removeBackpack _x;
_x addUniform "U_I_CombatUniform_tshirt";
_x additem "FirstAidKit";
_x addmagazines ["SmokeShell",3];
_x addVest "V_PlateCarrierIA1_dgtl";
_x addmagazines ["HandGrenade",4];
_x addmagazines ["16Rnd_9x21_Mag",2];
_x addbackpack "B_Kitbag_sgg";
_x addmagazines ["Titan_AA",2];
_x addmagazines ["30Rnd_556x45_Stanag_Tracer_Green", 8];
_x unassignItem "NVGoggles_OPFOR";
_x removeItem "NVGoggles_OPFOR";
_x addweapon "arifle_TRG20_ACO_Flash_F";
_x addweapon "launch_I_Titan_F";
_x removePrimaryWeaponItem "optic_Aco_grn";
_x addPrimaryWeaponItem "optic_Mrco";
_x addweapon "Binocular";
_x assignitem "Binocular";
_x allowFleeing 0.4;
};} forEach allunits;};};