Advertisement
Morbo513

Gearscript2

Jun 7th, 2019
103
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 3.12 KB | None | 0 0
  1. Gear-scripts are the primary way to assign weapons, gear, and any other items you want to give to units on your mission. There are only 4 different factions that you can assign a script to, those being BluFor, OpFor, Indfor, and Civs. The sub-factions will be NATO, CSAT, AAF, and CIV respectively. You should be using the POTATO SPAWN to place units on the map, as it will help reduce spawn lag on the server and also places each unit on Headless Client automatically.
  2.  
  3. Building Gearscripts
  4. Classnames
  5. Classnames refer to specific objects in ArmA 3. As it pertains to gearscripts, they includes all gear, weapons and ammo, and the units they're assigned to.
  6. Generally, a classname should be wrapped in speechmarks, eg. "rhs_weap_akms" - and separated by commas, eg. "rhs_30Rnd_762x39mm_polymer:10","rhs_30Rnd_762x39mm_polymer_tracer:2"
  7.  
  8. Defines
  9. A define is used for classnames that are referenced multiple times in arrays. They can include multiple different classes.
  10. Generally, a define will be in all-capitals and given a succinct name, eg. #define MAT "rhs_weap_rpg7"
  11.  
  12. Arrays
  13. An array, as far as gearscripts are concerned, is a define or a classname(s) assigned to a specific "slot" in the unit's loadout. A list of all possible arrays can be found inside the gearscript file, above the class Soldier_F. These should only be included within a unit class.
  14.  
  15. uniform[] = {}; Uniform/clothes
  16. vest[] = {}; Vest/Plate Carrier/Harness/Chest rig
  17. headgear[] = {}; Helmets, Hats
  18. backpack[] = {}; Backpack
  19. goggles[] = {}; Facewear
  20. weapons[] = {}; Primary weapons (Rifles, MGs, DMRs etc)
  21. handguns[] = {}; Pistols, machine-pistols etc
  22. launchers[] = {}; AT/AA launchers
  23. magazines[] = {}; Magazines. Includes grenades, and can include specific explosives such as mines and demo blocks.
  24. items[] = {}; Misc items, eg. Explosive detonators, wire cutters etc
  25. backpackItems[] = {}; Items sent to backpack. Can include weapons, magazines and probably a lot of other things.
  26. linkedItems[] = {}; Items that go in the linked slots: NVGs, Map, Compass, Watch, Binoculars, Rangefinders, GPS/UAV terminal
  27. attachments[] = {}; Primary weapon attachments.
  28. secondaryAttachments[] = {}; Launcher attachments
  29. handgunAttachments[] = {}; Sidearm attachments
  30. opticChoices[] = {}; List of optics that can be chosen by this class during safestart.
  31.  
  32. Creating the gearscript
  33. The first step to creating a gearscript is opening up ArmA 3's Virtual Arsenal from the main menu. This contains the Potato Arsenal Exporter, which is the primary means of generating definitions that are already pre-set in the gearscript.
  34. This is the right-hand menu when looking at the Arsenal screen. Populate it by first choosing the appropriate gear from the left-hand menus, and clicking "Set <Item>" on the Arsenal Exporter.
  35. Once filled in, hit the "Export" button immediately below the Arsenal Exporter, and paste it into the gearscript file.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement