[F2 Help] Editing loadouts

How we killed our comrades in Folk ARPS. Wholesale
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wolfenswan
Posts: 1238
Joined: Wed May 25, 2011 4:59 pm

Re: [F2 Help] Editing loadouts

Post by wolfenswan » Wed Dec 05, 2012 7:36 pm

in fok_assignGear_tk_gue you have

Code: Select all

case "da":
	{
		{_unit addmagazine _AKmag} for each [1,2];
		_unit addweapon _AK;
	};
it should be

Code: Select all

case "da":
	{
		{_unit addmagazine _AKmag} forEach [1,2];
		_unit addweapon _AK;
	};
for Each -> forEach

I suggest launching ArmA2 with the -showScriptErrors parameter. Also consider using notepad++ or Eclipse for ArmAscript editing, you can download optional ArmA2script language support for both. Eclipse's has the nice bonus that you can hover over bits of code and it'll give you a small popup with what it does, like a mini-wiki. Perfect if you're still learning.
My ARMA3 Missions - to download select a branch and pick "Download ZIP".

Macaco
Posts: 92
Joined: Sun Oct 14, 2012 1:29 pm

Re: [F2 Help] Editing loadouts

Post by Macaco » Wed Dec 05, 2012 7:50 pm

Mamba: Enemy is gonna be AI insurgents which I haven't added yet, just got to working on the two warlords first. I figured if I can't even get their gear right now I'm not gonna be able to get anyone's gear right. Perhaps not the best flow of development but it's how I started it.

Wolf: That worked! Thank you!
I'll be sure to use that tag. I tried debug mode but it just spit too much to side chat to even see it all.
I am using notepad++ but that miniwiki sounds useful enough to go get eclipse too.

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