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Zeus: Allow Zeus to create player start loadouts
Closed, ResolvedPublic

Description

At the start of the game it would be great if Zeus could make a list of standard player load-outs, instead of having a few default sets. E.g. perhaps the players will have to start as divers or recon with specialized equipment. Now you'll always have to drop weapon crates which might or might not contain the equipment you want to them to have.

Details

Legacy ID
2177420444
Severity
None
Resolution
Fixed
Reproducibility
N/A
Category
Zeus - Feature Request

Event Timeline

Manveru edited Steps To Reproduce. (Show Details)Feb 24 2014, 8:57 AM
Manveru edited Additional Information. (Show Details)
Manveru set Category to Zeus - Feature Request.
Manveru set Reproducibility to N/A.
Manveru set Severity to None.
Manveru set Resolution to Fixed.
Manveru set Legacy ID to 2177420444.May 7 2016, 6:01 PM

As mentioned in the live-stream, this is high on my to-do list.

Available in the dev version now, just place Respawn > Loadouts module ;)
https://twitter.com/KarelMoricky/status/438661995395432448

nmdanny added a subscriber: nmdanny.May 7 2016, 6:01 PM

It's nice being able to add/remove default loadouts, but we need the ability to create custom loadouts.

The module only allows us to add or remove current loadouts, not make new ones like he asked.

Manveru added a subscriber: Manveru.May 7 2016, 6:01 PM

Thanks for the quick updates Moricky, I really appreciate it! :) Like the others said though, my request was adding new loadouts, like divers and recon units or just specific equipment instead of just disabling them.

Perhaps add this to initServer.sqf of the Zeus mission as default, so you at least have some more loadouts to choose from:

//--- Divers
[west,"b_diver_f"] call bis_fnc_addrespawninventory;
[east,"o_diver_f"] call bis_fnc_addrespawninventory;
[resistance,"i_diver_f"] call bis_fnc_addrespawninventory;

[west,"b_diver_exp_f"] call bis_fnc_addrespawninventory;
[east,"o_diver_exp_f"] call bis_fnc_addrespawninventory;
[resistance,"i_diver_exp_f"] call bis_fnc_addrespawninventory;

[west,"b_diver_tl_f"] call bis_fnc_addrespawninventory;
[east,"o_diver_tl_f"] call bis_fnc_addrespawninventory;
[resistance,"i_diver_tl_f"] call bis_fnc_addrespawninventory;

//--- Recon

[west,"B_recon_exp_F"] call bis_fnc_addrespawninventory;
[east,"o_recon_exp_F"] call bis_fnc_addrespawninventory;
[resistance,"i_recon_exp_F"] call bis_fnc_addrespawninventory;

[west,"B_recon_JTAC_F"] call bis_fnc_addrespawninventory;
[east,"o_recon_JTAC_F"] call bis_fnc_addrespawninventory;
[resistance,"i_recon_JTAC_F"] call bis_fnc_addrespawninventory;

[west,"B_recon_m_F"] call bis_fnc_addrespawninventory;
[east,"o_recon_m_F"] call bis_fnc_addrespawninventory;
[resistance,"i_recon_m_F"] call bis_fnc_addrespawninventory;

[west,"B_recon_medic_F"] call bis_fnc_addrespawninventory;
[east,"o_recon_medic_F"] call bis_fnc_addrespawninventory;
[resistance,"i_recon_medic_F"] call bis_fnc_addrespawninventory;

[west,"B_recon_F"] call bis_fnc_addrespawninventory;
[east,"o_recon_F"] call bis_fnc_addrespawninventory;
[resistance,"i_recon_F"] call bis_fnc_addrespawninventory;

[west,"B_recon_lat_F"] call bis_fnc_addrespawninventory;
[east,"o_recon_lat_F"] call bis_fnc_addrespawninventory;
[resistance,"i_recon_lat_F"] call bis_fnc_addrespawninventory;

[west,"B_recon_tl_F"] call bis_fnc_addrespawninventory;
[east,"o_recon_tl_F"] call bis_fnc_addrespawninventory;
[resistance,"i_recon_tl_F"] call bis_fnc_addrespawninventory;

//--- Snipers
[west,"B_sniper_F"] call bis_fnc_addrespawninventory;
[east,"o_sniper_F"] call bis_fnc_addrespawninventory;
[resistance,"i_sniper_F"] call bis_fnc_addrespawninventory;

[west,"B_spotter_F"] call bis_fnc_addrespawninventory;
[east,"o_spotter_F"] call bis_fnc_addrespawninventory;
[resistance,"i_spotter_F"] call bis_fnc_addrespawninventory;

Koala added a subscriber: Koala.May 7 2016, 6:01 PM

You guys are right, the respawn module was too restricting.
I redesigned it, so Zeus can now give player loadout of any unit he can place (i.e., if he can place a sniper, he can also give players sniper loadout).

https://twitter.com/KarelMoricky/status/440167029799014400

Note: This also means that at the beginning of ZGM missions (when only respawn module is available), options are still too limited. That should be fixed together with rules adjustment in the mission I'm planning in the next few days.

Note 2: I currently have no plans for loadout module where you could compose custom loadout from individual weapons and items. I'm afraid it would be too time consuming (both for me as designer and for Zeus during the game) and there are different priorities. I believe that chosing from pretty much every soldier in the game should be enough in majority of cases.

Koala added a comment.Mar 2 2014, 6:51 PM

@Moricky

concerning Note 2:

So we won't be able to edit weapon attachments before placing them in the ammo crates? ...and/or won't we be able to edit weapon attachments and items (compass, map, binoculars and so on) for all kind of soldiers/civilians before and after we created them?

Is it difficult to insert the known inventory interface, where you can drag and drop everything in every slot?

I know, it can be time consuming for the Zeus-game master, but it's just an option for him.

A non limitation would be the dream for all of us future game masters.

Editing things like that with the use of script commands is old-fashioned and time consuming.

Just think about it and by the way, thanks for the great work you made so far.

@Moricky

If it's not possible to compose completely custom loadouts, would it at least be possible to offer some very basic either/or loadout decisions that Zeus can make? I'd really like to see an option to decide whether players start with e.g. NVGs or Flashlights, if I am about to send them out into the pitch black night...

Mass-close of resolved tickets not updated in last two weeks.