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.
Description
Details
- Legacy ID
- 2177420444
- Severity
- None
- Resolution
- Fixed
- Reproducibility
- N/A
- Category
- Zeus - Feature Request
Event Timeline
Available in the dev version now, just place Respawn > Loadouts module ;)
https://twitter.com/KarelMoricky/status/438661995395432448
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.
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;
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.
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.
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...