DieselJC 196 Posted March 29, 2014 I did a search but it kept bringing me back to this thread,I am looking for a script that I can use to load a VAS box into a vehicle and unload it...for example an MHQ. Dont know if thats possible with the VAS or not. Cant say enough about the VAS..best thing next to sliced bread! JC Share this post Link to post Share on other sites
dr death jm 117 Posted March 29, 2014 operation flashpoint: Cold war crisisoperation flashpoint: Red hammer operation flashpoint: Resistance arma: Armed assault arma: Queen's gambit arma 2 arma 2: Operation arrowhead arma 2: Reinforcements (baf/pmc) arma 2: Army of the czech republic arma 3 omg me to.. Share this post Link to post Share on other sites
kelemenlajos 10 Posted March 29, 2014 JC, we are using a modified btc logistics (http://forums.bistudio.com/showthread.php?126076-BTC-Logistic-Script) script with the igiload (http://forums.bistudio.com/showthread.php?173109-IgiLoad-script-logistical-support) hammered into mcc (http://forums.bistudio.com/showthread.php?150909-MCC-Sandbox-3-Dynamic-mission-creating-tool-for-ArmA-3). For the best result i think you should merge btc logistic with igiload (it's not so hard as it looks), for the basic functions use try only btc logistics. Share this post Link to post Share on other sites
Sylensis 10 Posted March 29, 2014 Thank you very much! Awesome mod. Very good for our shootingrange! Share this post Link to post Share on other sites
DieselJC 196 Posted March 30, 2014 JC, we are using a modified btc logistics (http://forums.bistudio.com/showthread.php?126076-BTC-Logistic-Script) script with the igiload (http://forums.bistudio.com/showthread.php?173109-IgiLoad-script-logistical-support) hammered into mcc (http://forums.bistudio.com/showthread.php?150909-MCC-Sandbox-3-Dynamic-mission-creating-tool-for-ArmA-3).For the best result i think you should merge btc logistic with igiload (it's not so hard as it looks), for the basic functions use try only btc logistics. I tried just the BTC Logistics..installed and did everything but nothing happens..nothing on action menu...I'll try and add the igiload and see what happens. I assume that where it says reammobox in the igiload I should replace that with VAS? Share this post Link to post Share on other sites
kelemenlajos 10 Posted March 30, 2014 With btc logistics you should be able only use the ammobox for some vehicles. For use more boxes and containers with more vehicles/helis you should modify the =BTC=_cargo_system_init.sqf file. Share this post Link to post Share on other sites
EricJ 763 Posted March 30, 2014 Where do i find the file where the saved loadouts are stored ? on my pc i mean. User/Documents/Arma3/Yourname.vars.Arma3Profile Share this post Link to post Share on other sites
cpt.ghost 104 Posted March 30, 2014 is it possible to make this mod accessible through the action menu without copying and pasting the codes inside the init'es or pasting the VAS folder in the missions folder? i want to use it in campaigns and some SP missions please help Share this post Link to post Share on other sites
Jigsor 176 Posted March 31, 2014 Tonic, Great script! By far the most utilitarian script for the A3 engine. I have a request or recommendation that you include and End Mission trigger or equivalent in the VAS_Preloader.Stratis mission to make this script even more practical. This would allow a practical inclusion of this mission at the top of a missions rotation for a server.cfg. Would this be possible? Share this post Link to post Share on other sites
Hud Dorph 22 Posted April 1, 2014 Hello Guys need some help here. Im trying to restrict the use of players using mortars in my mission and have edited in flw in the VAS config.sqf What is wrong, im still seing the mortar tube and the mortar bipod in the backpacks section of VAS. vas_r_backpacks = ["B_Mortar_01_support_F","O_Mortar_01_support_F","I_Mortar_01_support_F","B_Mortar_01_weapon_F","O_Mortar_01_weapon_F","I_Mortar_01_weapon_F"]; Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted April 1, 2014 (edited) Dorph;2657665']Hello Guys need some help here. Im trying to restrict the use of players using mortars in my mission and have edited in flw in the VAS config.sqfWhat is wrong' date=' im still seing the mortar tube and the mortar bipod in the backpacks section of VAS. vas_r_backpacks = ["B_Mortar_01_support_F","O_Mortar_01_support_F","I_Mortar_01_support_F","B_Mortar_01_weapon_F","O_Mortar_01_weapon_F","I_Mortar_01_weapon_F"']; Looks okay to me. Remember however, that there are 3 of each. Blufor, Opfor, Ind. Each has their own set of mortars backpacks. Here is my vas_r_backpacks: vas_r_backpacks = ["O_Mortar_01_support_F", "O_Mortar_01_weapon_F", "I_Mortar_01_support_F", "I_Mortar_01_weapon_F", "O_UAV_01_backpack_F", "I_UAV_01_backpack_F", "O_HMG_01_F", "I_HMG_01_F", "O_HMG_01_high_F", "I_HMG_01_high_F", "O_HMG_01_high_weapon_F", "I_HMG_01_high_weapon_F", "O_HMG_01_support_F", "I_HMG_01_support_F", "O_HMG_01_support_high_F", "I_HMG_01_support_high_F", "O_HMG_01_weapon_F", "I_HMG_01_weapon_F", "O_GMG_01_F", "I_GMG_01_F", "O_GMG_01_high_F", "I_GMG_01_high_F", "O_GMG_01_high_weapon_F", "I_GMG_01_high_weapon_F", "O_GMG_01_support_F", "I_GMG_01_support_F", "O_GMG_01_support_high_F", "I_GMG_01_support_high_F", "O_GMG_01_weapon_F", "I_GMG_01_weapon_F", "B_HMG_01_A_weapon_F", "B_GMG_01_A_weapon_F", "B_GMG_01_A_F", "B_HMG_01_A_F", "B_GMG_01_A_high_weapon_F", "B_HMG_01_A_high_weapon_F", "I_AT_01_weapon_F", "O_AT_01_weapon_F", "I_AA_01_weapon_F", "O_AA_01_weapon_F" ]; As you can see, bolded, I have the Ind and Opfor mortars disabled but the Blufor ones are not restricted. Simply add the "B_" variants. Edited April 1, 2014 by MDCCLXXVI Share this post Link to post Share on other sites
Harzach 2517 Posted April 4, 2014 (edited) This is getting frustrating. No changes I make in config.sqf have any effect. I can't restrict items, I cant change number of loadouts, nothing. Could somebody post a simple mission where these functions are definitely working? *edit* - OK, it seems that MCC Sandbox breaks/overrides VAS. VAS is working as intended with MCC not loaded. Edited April 6, 2014 by Harzach Share this post Link to post Share on other sites
pingo21vb 1 Posted April 8, 2014 Greetings. :) I'm trying to use the modules for ammo drop. (Supports) Uhm.. How do I make the crate a "VAS" crate?!?! Share this post Link to post Share on other sites
John Kozak 14 Posted April 8, 2014 Greetings. :)I'm trying to use the modules for ammo drop. (Supports) Uhm.. How do I make the crate a "VAS" crate?!?! You can add same line which you usually put into box init (the addAction stuff) into your box drop script, so that it executes after touchdown. Share this post Link to post Share on other sites
pingo21vb 1 Posted April 8, 2014 (edited) You can add same line which you usually put into box init (the addAction stuff) into your box drop script, so that it executes after touchdown. Thanks for reply ;) Uhm... There isn't a script?! the support is from the standard modules?! Or am I misunderstanding something.. :) PS: I know what you are talking about now!... But.. It does not Work that way?! this addAction["<t color=#ff1111'>Virtual Ammobox</t>", "VAS\open.sqf]; Edited April 8, 2014 by Pingo21vb Share this post Link to post Share on other sites
SHARPxSHOOTER 1 Posted April 8, 2014 I'm having a little scripting issue here. I want to use Tonic's Virtual Ammobox System (VAS), Virtual Vehicle Spawner (VVS) and TAW View Distance Script. But I keep getting this ( http://i.imgur.com/MFbIN25.png ) error & crash every time I try loading into my mission in the editor after editing the Description.ext file. I don't know if im supposed to put those lines in separate files(?) or just separate them in different lines in the file itself. Also another request. The weather/time script wont work. The options show up in the Lobby's Preferences Menu and they CAN be changed, but they just don't affect the mission when we load in. // Day and Weather script by Moerderhoschi class Params { class DayTime { title = "Time Of Day"; values[] = {1, -8, -6, 0, 8, 13, 2}; texts[] = {"Random", "Early Morning", "Morning", "Noon", "Sundown", "Night with Full Moon", "Dark Night"}; default = 1; }; class Weather { title = "Weather:"; values[] = {2, 0, 3, 0.5, 0.75, 1}; texts[] = {"Random", "Clear", "Partly Cloudy", "Cloudy", "Overcast", "Storm"}; default = 2; }; }; respawn = BASE; respawndelay = 3; disabledAI = true; enableItemsDropping = 0; enableDebugConsole = 1; class Header { gameType=COOP; minPlayers=1; maxPlayers=1; }; #include "VAS\menu.hpp" class CfgFunctions { #include "VAS\cfgfunctions.hpp" }; #include "taw_vd\dialog.hpp" class CfgFunctions { #include "taw_vd\CfgFunctions.hpp" }; #include "VVS\menu.h" class CfgFunctions { #include "VVS\Functions.h" }; Share this post Link to post Share on other sites
Moerderhoschi 107 Posted April 8, 2014 I'm having a little scripting issue here. I want to use Tonic's Virtual Ammobox System (VAS), Virtual Vehicle Spawner (VVS) and TAW View Distance Script. But I keep getting this ( http://i.imgur.com/MFbIN25.png ) error & crash every time I try loading into my mission in the editor after editing the Description.ext file. I don't know if im supposed to put those lines in separate files(?) or just separate them in different lines in the file itself. it's because you had defined Cfgfunctions three times. put all the includes of the three Cfgfunctions in one. this should do the trick. // Day and Weather script by Moerderhoschi class Params { class DayTime { title = "Time Of Day"; values[] = {1, -8, -6, 0, 8, 13, 2}; texts[] = {"Random", "Early Morning", "Morning", "Noon", "Sundown", "Night with Full Moon", "Dark Night"}; default = 1; }; class Weather { title = "Weather:"; values[] = {2, 0, 3, 0.5, 0.75, 1}; texts[] = {"Random", "Clear", "Partly Cloudy", "Cloudy", "Overcast", "Storm"}; default = 2; }; }; respawn = BASE; respawndelay = 3; disabledAI = true; enableItemsDropping = 0; enableDebugConsole = 1; class Header { gameType=COOP; minPlayers=1; maxPlayers=1; }; #include "VAS\menu.hpp" [color="#FF0000"]class CfgFunctions { #include "VAS\cfgfunctions.hpp" #include "taw_vd\CfgFunctions.hpp" #include "VVS\Functions.h" };[/color] #include "taw_vd\dialog.hpp" #include "VVS\menu.h" Also another request. The weather/time script wont work. The options show up in the Lobby's Preferences Menu and they CAN be changed, but they just don't affect the mission when we load in. This script was made for ArmA II, no warrenty that it also works in ArmA III. But check if you have the following in your init.sqf like mentioned in my original post. //////////////////////////// // START DAY&WEATHER SCRIPT //////////////////////////// execVM "Day&WheaterScript\DW_init.sqf"; regards moerderhoschi Share this post Link to post Share on other sites
SHARPxSHOOTER 1 Posted April 9, 2014 This script was made for ArmA II, no warrenty that it also works in ArmA III. But check if you have the following in your init.sqf like mentioned in my original post. Oh lol, youre the one that made the script, thanks for the reply :D. Well the script worked for like a week but then I did some updates to the mission and it stopped working. Do you know of any other script like yours for A3? Yours worked flawlessly D: Share this post Link to post Share on other sites
John Kozak 14 Posted April 9, 2014 Thanks for reply ;)Uhm... There isn't a script?! the support is from the standard modules?! Or am I misunderstanding something.. :) PS: I know what you are talking about now!... But.. It does not Work that way?! this addAction["<t color=#ff1111'>Virtual Ammobox</t>", "VAS\open.sqf]; There's no "this" in script, put the variable corresponding to the box object instead of it. Share this post Link to post Share on other sites
Ununhex 10 Posted April 10, 2014 (edited) So my clan has the problem that VAS doesn't use the settings of the config.cfg //Amount of save/load slotsvas_customslots = 19; //9 is actually 10 slots, starts from 0 to whatever you set, so always remember when setting a number to minus by 1, i.e 12 will be 11. //Disable 'VAS hasn't finished loading' Check !!! ONLY RECOMMENDED FOR THOSE THAT USE ACRE AND OTHER LARGE ADDONS !!! vas_disableSafetyCheck = true; - it only shows 10 slots - we still get the "VAS hasn't finished loading" etc.. The bigger problem is that it still only shows 10 slots ingame :/ I copy-pasted "the code" out of the Mission.pbo of the local MPMissionsCache. What do we miss? :( Edited April 11, 2014 by Ununhex Share this post Link to post Share on other sites
Gen. Jack-61st ID- 10 Posted April 10, 2014 Awesome, mate I use this all the time! Share this post Link to post Share on other sites
Mikey1231 10 Posted April 15, 2014 Hi! I've been playing Arma 3 when beta and Alpha were live, but then I kinda lost my interest. now I'm plying it again but i cant get VAS to work. I keep getting a message saying: No entry C:\Users\Mike\Documents\Arma 3\MPMissions\TEST%20VAS.Stratis\description.ext/VAS_Diag/controls/attachmentsList.Scrollbar it really annoys me, I think I have tried everything, I have copied stringtable file and VAS folder, I have edited description.ext, but i cant get it work oh and it works on mission co40AWInvade&Annex_v2.88BETA ... please help! Mike Share this post Link to post Share on other sites
BadHabitz 235 Posted April 15, 2014 Hi!..... Check to see that you're using the latest version. Share this post Link to post Share on other sites
stallfish 10 Posted April 15, 2014 (edited) Hey Tonic! I very like your script...i use it when we, with my friends, create some missions to play together...just for fun. Thx for you'r Virtual Ammobox System's. But I would like to see this script with opportunity to buy weapons and other items. I am not strong in the scripts, and I dont even know how to do this, properly. But when i played with my friend in our missions, we would like to carry out the tasks for the money, and then spend this moneys by using the VAS. P.s. - :confused:At least tell me how this can be implemented? Edited April 15, 2014 by stallfish Share this post Link to post Share on other sites
Mikey1231 10 Posted April 16, 2014 Check to see that you're using the latest version. If v2.4 is the latest one then I am... Share this post Link to post Share on other sites