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Logistics [DEPRECATED]

Sceptre edited this page Dec 22, 2023 · 1 revision

Item lists

The List Function is basically code that must return an array of items you want to use in the selection dialog. This code will be executed every time the dialog is opened, so if you define the list as a global variable, it can be changed at any time.

Each list item may simply be a classname string, or if you want to define more specific details, use an array that accepts the following arguments:

  • 0: Classname of object to spawn.
  • 1: Custom name. An empty string will get display name automatically from class config
  • 2: Path to custom icon. An empty string will use default picture defined in class config.
  • 3: Code executed when item is spawned.

Here is an example list that has a few vehicles and a custom supply box:

[
    "B_Quadbike_01_F",
    "B_LSV_01_armed_F",
    "B_MRAP_01_hmg_F",
    ["B_supplyCrate_F","Weapons/Ammo","\A3\Ui_f\data\IGUI\Cfg\simpleTasks\types\rearm_ca.paa",{
        clearItemCargoGlobal _this;
        clearMagazineCargoGlobal _this;
        clearWeaponCargoGlobal _this;
        clearBackpackCargoGlobal _this;
        _this addWeaponCargoGlobal ["arifle_MX_F",4];
        _this addMagazineCargoGlobal ["30Rnd_65x39_caseless_mag",40];
        _this addWeaponCargoGlobal ["arifle_TRG21_F",4];
        _this addMagazineCargoGlobal ["30Rnd_556x45_Stanag",40];
        _this addWeaponCargoGlobal ["srifle_EBR_F",2];
        _this addMagazineCargoGlobal ["20Rnd_762x51_Mag",20];
    }]
]

Universal Init Code will be executed for every item that is spawned. This can be used to apply default inventory items, textures, etc.

Logistics station booths

The Logistics Station module has an extra feature that allows you to sync objects you wish to become "booths" for that station. Any synced objects will have the logistics station action added to them.

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