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Guerillas assigned head- and face-wear after init script; assigning specifics in the init is broken.
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I was thinking of making a campaign from the perspective of an AAF unit that would later join the FIA, and to help characterize each of the protagonists, I decided to associate each with a particular piece of headwear. Before the Bootcamp update, I had a script that customized their equipment, including their headwear. After the update, it still worked, except that their FIA incarnations would not be wearing the headwear and goggles they previously got.


Legacy ID
Steps To Reproduce

1: Open the editor.
2: Place one or more FIA men.
3: Insert into the init box of each unit something like "this addHeadgear 'H_Milcap_dgtl'; this addGoggles 'G_Combat';", which should give him an AAF officer's cap and combat goggles, replacing whatever head- and face-wear he would normally have.
4: Preview. Note that the men do not initialize with the AAF officer's cap and combat goggles, they having been replaced with a random combination post-initialization.

Additional Information

Expected behavior: The random headwear should be assigned before the init script runs, thus allowing the mission designer to fully customize the unit's equipment.

Variant: Instead of entering raw commands into the init box, write a script that does the same thing and call it using execVM. This *sometimes* has the same result, but I haven't had this be consistently reproducible.

Event Timeline

MaxBrains edited Additional Information. (Show Details)
MaxBrains set Category to Scripting.
MaxBrains set Reproducibility to Always.
MaxBrains set Severity to None.
MaxBrains set Resolution to Open.
MaxBrains set Legacy ID to 550500812.May 7 2016, 6:59 PM

this setVariable ["BIS_enableRandomization", false];

Similar thing happens during Episode 2. After the latest update, all FIA units, including Kerry, are spawned with random head- and eyegear instead of those assigned previously.