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ARMA 3 Editor:

 Begrenztes Arsenal

Titelbild

Begrenztes Arsenal


Hier einmal ein Beispiel, wie man den Inhalt der Arsenalbox vorgeben kann.

 

// Eintrag für eine Kiste: null = [this] execVM "virtual_arsenal_init.sqf"
//Inizialisieren
_crate = _this select 0;
["AmmoboxInit",[_crate,false,{true}]] spawn BIS_fnc_arsenal;

//Liste der Gegenstände
_availableHeadgear = [
"H_HelmetB",
"H_HelmetB_camo",
"H_HelmetB_paint",
"H_HelmetB_light",
"H_HelmetSpecB",
"H_Booniehat_mcamo",
"H_Booniehat_khk_hs",
"H_MilCap_mcamo",
"H_Cap_tan_specops_US",
"H_Cap_khaki_specops_UK",
"H_Cap_headphones",
"H_Bandanna_mcamo",
"H_Bandanna_khk_hs",
"H_Shemag_khk",
"H_ShemagOpen_khk",
"H_Watchcap_blk",
"H_PilotHelmetHeli_B",
"H_CrewHelmetHeli_B",
"H_PilotHelmetFighter_B",
"H_HelmetCrew_B"
];
 
_availableGoggles = [
"G_Combat",
"G_Lowprofile",
"G_Shades_Black",
"G_Shades_Blue",
"G_Shades_Green",
"G_Shades_Red",
"G_Sport_Blackred",
"G_Sport_Blackyellow",
"G_Squares_Tinted",
"G_Tactical_Black",
"G_Tactical_Clear",
"G_Bandanna_blk"
];
 
_availableUniforms = [
"U_B_CombatUniform_mcam",
"U_B_CombatUniform_mcam_tshirt",
"U_B_CombatUniform_mcam_vest",
"U_B_HeliPilotCoveralls",
"U_B_CTRG_1",
"U_B_CTRG_2",
"U_B_CTRG_3"
]; _availableVests = [
"V_BandollierB_khk",
"V_BandollierB_blk",
"V_PlateCarrier1_rgr",
"V_PlateCarrier2_rgr",
"V_PlateCarrierGL_rgr",
"V_PlateCarrierSpec_rgr",
"V_PlateCarrierL_CTRG",
"V_PlateCarrierH_CTRG"
];
 
_availableBackpacks = [
"B_AssaultPack_rgr",
"B_AssaultPack_mcamo",
"B_Kitbag_rgr",
"B_Kitbag_mcamo",
"B_TacticalPack_blk",
"B_TacticalPack_mcamo"
];
 

//Zusammenführung der Variablen mit dem jeweiligen Funktionsaufruf
[_crate,((backpackCargo _crate) + _availableBackpacks)] call BIS_fnc_addVirtualBackpackCargo;
[_crate,((itemCargo _crate) + _availableHeadgear + _availableGoggles + _availableUniforms + _availableVests)] call BIS_fnc_addVirtualItemCargo;
[_crate,(magazineCargo _crate)] call BIS_fnc_addVirtualMagazineCargo;
[_crate,(weaponCargo _crate)] call BIS_fnc_addVirtualWeaponCargo;

Die letzten Einträge