JackHart 10 Report post Posted September 20, 2015 I searched around and didnt see anyone post about this and im not 100% sure this is the place. But my issue with the launchers is that they wont place them on the person when you purchase them. Ive added them in, they show up no issues there. ive tried adding them to multiple traders to see if it makes a difference, but im not having any luck. Am i missing a step somewhere? If anyone can help out thanks in advance. Share this post Link to post Share on other sites
justinlee 16 Report post Posted September 20, 2015 you can add them in but unless u find a way get them spawn at player feet then it will only take the popcaps and give you nothing Share this post Link to post Share on other sites
humpabry 5 Report post Posted September 21, 2015 get players to select vehicle on top left box at trader...then buy them..they spawn inside vehiclesthats the only way atm Share this post Link to post Share on other sites
dvinskiy 0 Report post Posted October 18, 2015 /** * Exile Mod * exile.majormittens.co.uk * © 2015 Exile Mod Team * * This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. * To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-nd/4.0/. */ private["_player","_itemClassName","_itemInformation","_itemCategory","_itemType","_added","_compatibleWeaponItems"];_player = _this select 0;_itemClassName = toLower (_this select 1); _itemInformation = [_itemClassName] call BIS_fnc_itemType;_itemCategory = _itemInformation select 0;_itemType = _itemInformation select 1;_added = false;if (_itemCategory isEqualTo "Magazine") then{ { if !(_x isEqualTo "") then { switch (_forEachIndex) do { case 0: { if ((primaryWeaponMagazine _player) isEqualTo []) then { _compatibleWeaponItems = _x call ExileClient_util_gear_getCompatibleWeaponItems; if (_itemClassName in _compatibleWeaponItems) exitWith { _player addPrimaryWeaponItem _itemClassName; _added = true; }; }; }; case 1: { if ((secondaryWeaponMagazine _player) isEqualTo []) then { _compatibleWeaponItems = _x call ExileClient_util_gear_getCompatibleWeaponItems; if (_itemClassName in _compatibleWeaponItems) exitWith { _player addSecondaryWeaponItem _itemClassName; _added = true; }; }; }; case 2: { if ((handgunMagazine _player) isEqualTo []) then { _compatibleWeaponItems = _x call ExileClient_util_gear_getCompatibleWeaponItems; if (_itemClassName in _compatibleWeaponItems) exitWith { _player addHandgunItem _itemClassName; _added = true; }; }; }; }; }; } forEach [primaryWeapon _player, secondaryWeapon _player, handgunWeapon _player];}else { switch (_itemType) do { case "AssaultRifle", case "Rifle", case "SniperRifle", case "SubmachineGun", case "MachineGun", case "Handgun", case "LaserDesignator", case "Throw", case "Binocular", case "RocketLauncher", case "MissileLauncher": { _player addWeaponGlobal _itemClassName; _added = true; }; case "GPS", case "Map", case "Radio", case "UAVTerminal", case "Watch", case "Compass", case "NVGoggles", case "Glasses": { _player linkItem _itemClassName; _added = true; }; case "Headgear": { _player addHeadgear _itemClassName; _added = true; }; case "Backpack": { _player addBackpackGlobal _itemClassName; _added = true; }; case "Uniform": { _player forceAddUniform _itemClassName; _added = true; }; case "Vest": { _player addVest _itemClassName; _added = true; }; case "AccessorySights", case "AccessoryPointer", case "AccessoryMuzzle", case "AccessoryBipod": { { if !(_x isEqualTo "") then { _compatibleWeaponItems = _x call ExileClient_util_gear_getCompatibleWeaponItems; if (_itemClassName in _compatibleWeaponItems) exitWith { switch (_forEachIndex) do { case 0: { _player addPrimaryWeaponItem _itemClassName; _added = true; }; case 1: { _player addSecondaryWeaponItem _itemClassName; _added = true; }; case 2: { _player addHandgunItem _itemClassName; _added = true; }; }; }; }; } forEach [primaryWeapon _player, secondaryWeapon _player, handgunWeapon _player]; }; };};_added Share this post Link to post Share on other sites
POLM_GekkeGerrit 5 Report post Posted October 20, 2015 (edited) And what file do we edit for that?Thanks Edited October 20, 2015 by POLM_GekkeGerrit Share this post Link to post Share on other sites
READTHESCROLL 203 Report post Posted October 22, 2015 And what file do we edit for that?Thanks ExileClient_util_playerEquipment_add.sqf 3 Share this post Link to post Share on other sites
[OMG]Slim 62 Report post Posted October 23, 2015 We eventually found it, but thank you pal Share this post Link to post Share on other sites
READTHESCROLL 203 Report post Posted October 23, 2015 Anyone else have an issue where if you buy rockets it auto loads the first one if the launcher is empty and starts making this sound like a glitched sound file? Share this post Link to post Share on other sites
[OMG]Slim 62 Report post Posted October 27, 2015 Anyone else have an issue where if you buy rockets it auto loads the first one if the launcher is empty and starts making this sound like a glitched sound file?Does it happen with every launcher? Share this post Link to post Share on other sites
PristineBroAudi 0 Report post Posted November 12, 2015 ExileClient_util_playerEquipment_add.sqfi dont have that folder in \@ExileServer\addons/exile_server folder were is that folder is i still have trouble whit rocket luncher in exille Share this post Link to post Share on other sites