stmalk 10 Posted August 23, 2014 Sounds like that mission needs an updated version of VAS. That's up to the mission creator. You are my savior, thanks a lot! I spent all night trying to figure out what is going on and now I edited that mission myself and added new VAS and it works! :rolleyes: Share this post Link to post Share on other sites
tonic-_- 53 Posted August 23, 2014 Even though I have given up on this I see some people still want to contribute to it and other things so just because I want to be selfish and move on doesn't mean that it should effect everyone else. So with that if anyone wants to make changes to VAS etc etc I have setup a github repo for it and will merge pull requests and even give repo access. https://github.com/TAWTonic/VAS Share this post Link to post Share on other sites
BadHabitz 235 Posted August 23, 2014 Even though I have given up on this.... I would just like to thank you one more time for one of the absolute top mods in all of the A3 community. Not sure if you've been thanked enough for the amazing work this truly represents. Share this post Link to post Share on other sites
Plinskin 23 Posted August 23, 2014 Hi Tonic!, I suggest add the "bar percent load progress": http://www.blugraphic.com/wp-content/uploads/2012/06/Progress-Bar.jpg or something like that in order to know (in the Multiplayer mode) when we can access the VAS box, maybe you can place it below of the Weapon ammo information (upper right side of the screen) or some where in the HUD. Thank you very much for your work and time. Regards. Share this post Link to post Share on other sites
bruhmis 10 Posted August 27, 2014 so how do you actually use the ''forceadduniform'' mentioned in the changelog? when I try to add uniforms from other factions it still leaves me naked. Share this post Link to post Share on other sites
tortuosit 486 Posted August 29, 2014 Even though I have given up on this Why is this? Share this post Link to post Share on other sites
Harzach 2517 Posted August 29, 2014 Why is this? http://forums.bistudio.com/showthread.php?p=2707265 Sent from my SPH-L720 using Tapatalk Share this post Link to post Share on other sites
gameboi 10 Posted September 1, 2014 It may have been asked before but couldn't find it: is there a way to transfer a loadout to an AI player in SP? For example if the AI player is a 'playable' character. Thanks. Share this post Link to post Share on other sites
-lordsoth- 15 Posted September 1, 2014 It may have been asked before but couldn't find it: is there a way to transfer a loadout to an AI player in SP? For example if the AI player is a 'playable' character. Thanks. The easiest way I found, and it really is not that painful, was to load your player in the gear move away from anything else. Then dump the gear on the ground and get your ai to move over to where the gear is. Select ai and number key "6" select inventory and ai should open up inventory with gear on ground. Then proceed to swap gear to him. Load player with next ai loadout rinse and repeat until your team is fully kitted out. If your playing SP and have saves save once kitted out and your good to go. Other option is to just switch to playable ai and load him out that way, then switch back to player etc. Share this post Link to post Share on other sites
gameboi 10 Posted September 2, 2014 The easiest way I found, and it really is not that painful, was to load your player in the gear move away from anything else. Then dump the gear on the ground and get your ai to move over to where the gear is. Select ai and number key "6" select inventory and ai should open up inventory with gear on ground. Then proceed to swap gear to him. Load player with next ai loadout rinse and repeat until your team is fully kitted out. If your playing SP and have saves save once kitted out and your good to go. Other option is to just switch to playable ai and load him out that way, then switch back to player etc. That's what I usually do. But it will go a ten times as faster if there was such a function built in as I mentioned. Less cumbersome for sure as well. Share this post Link to post Share on other sites
tonic-_- 53 Posted September 3, 2014 I actually been wanting to use something which only has real use in VAS and that is configClasses so I forced myself to touch it and.... Previous speed: "Cfg Processed: CfgWeapons | Time to complete: 0.233032" "Cfg Processed: CfgMagazines | Time to complete: 0.0509033" "Cfg Processed: CfgVehicles | Time to complete: 0.461914" "Cfg Processed: CfgGlasses | Time to complete: 0.0100098" New speed: "Cfg Processed: CfgWeapons | Time to complete: 0.188965" "Cfg Processed: CfgMagazines | Time to complete: 0.0280762" "Cfg Processed: CfgVehicles | Time to complete: 0.0610352" "Cfg Processed: CfgGlasses | Time to complete: 0.0109863" Share this post Link to post Share on other sites
radioshack. 11 Posted September 8, 2014 hello, I was hoping that one of you could might help me... The problem is that I want to include the part of the VAS description.ext into another descrition.ext but I am not sure how because just add it to "the end" dosent work. This is the code I need to change to get VAS working: (Part of the F3 Framework) // F3 - Functions // DO NOT REMOVE OR DISABLE THIS BLOCK OF CODE class CfgFunctions { class F // Defines the "owner" { class common // category { file = "f\common"; // Defines the function to preInit (the paramArray dosent seem to be constructed at preInit stage). class processParamsArray { preInit = 1; postInit = 1; }; class nearPlayer{}; }; class mpEnd { file = "f\mpEnd"; class mpEnd{}; class mpEndReceiver{}; }; class assignGear { // Defines the functions to preInit the compling of the assignGear function used by units. file = "f\assignGear"; class assignGear{}; }; class setGroupID { file = "f\setGroupID"; class setGroupID{}; }; class missionConditions { file = "f\missionConditions"; class SetTime{}; class SetFog{}; class SetWeather{}; }; class cache { file = "f\cache"; class cInit {}; class cTracker {}; class gCache {}; class gUncache {}; }; class groupMarkers { file = "f\groupMarkers"; class localGroupMarker{}; class localSpecialistMarker{}; }; class authorisedCrew { file = "f\authorisedCrew"; class authorisedCrewCheck {}; }; class FTMemberMarkers { file = "f\FTMemberMarkers"; class SetLocalFTMemberMarkers{}; class GetMarkerColor{}; class LocalFTMarkerSync{}; }; class bodyRemoval { file = "f\removeBody"; class removeBody{}; }; class setAISkill { file = "f\setAISKill"; class setAISKill{}; }; class mapClickTeleport { file = "f\mapClickTeleport"; class mapClickTeleportUnit{}; class mapClickTeleportGroup{}; }; class nametag { file = "f\nametag"; class drawNameTag{}; }; class preMount { file = "f\preMount"; class mountGroups{}; }; class radios { file = "f\radios"; class acre_removeRadios{}; class acre_addRadios{}; class acre_setRadioFrequencies{}; class acre_configureSpectatorChat{}; class tfr_removeRadios{}; class tfr_addRadios{}; class tfr_setRadioFrequencies{}; class tfr_configureSpectatorChat{}; }; #include "f\simplewoundingsystem\config.hpp" #include "f\spect\functions.hpp" }; }; // ============================================================================================ Share this post Link to post Share on other sites
BadHabitz 235 Posted September 9, 2014 Did you try this? // F3 - Functions // DO NOT REMOVE OR DISABLE THIS BLOCK OF CODE class CfgFunctions { class F // Defines the "owner" { class common // category { file = "f\common"; // Defines the function to preInit (the paramArray dosent seem to be constructed at preInit stage). class processParamsArray { preInit = 1; postInit = 1; }; class nearPlayer{}; }; class mpEnd { file = "f\mpEnd"; class mpEnd{}; class mpEndReceiver{}; }; class assignGear { // Defines the functions to preInit the compling of the assignGear function used by units. file = "f\assignGear"; class assignGear{}; }; class setGroupID { file = "f\setGroupID"; class setGroupID{}; }; class missionConditions { file = "f\missionConditions"; class SetTime{}; class SetFog{}; class SetWeather{}; }; class cache { file = "f\cache"; class cInit {}; class cTracker {}; class gCache {}; class gUncache {}; }; class groupMarkers { file = "f\groupMarkers"; class localGroupMarker{}; class localSpecialistMarker{}; }; class authorisedCrew { file = "f\authorisedCrew"; class authorisedCrewCheck {}; }; class FTMemberMarkers { file = "f\FTMemberMarkers"; class SetLocalFTMemberMarkers{}; class GetMarkerColor{}; class LocalFTMarkerSync{}; }; class bodyRemoval { file = "f\removeBody"; class removeBody{}; }; class setAISkill { file = "f\setAISKill"; class setAISKill{}; }; class mapClickTeleport { file = "f\mapClickTeleport"; class mapClickTeleportUnit{}; class mapClickTeleportGroup{}; }; class nametag { file = "f\nametag"; class drawNameTag{}; }; class preMount { file = "f\preMount"; class mountGroups{}; }; class radios { file = "f\radios"; class acre_removeRadios{}; class acre_addRadios{}; class acre_setRadioFrequencies{}; class acre_configureSpectatorChat{}; class tfr_removeRadios{}; class tfr_addRadios{}; class tfr_setRadioFrequencies{}; class tfr_configureSpectatorChat{}; }; #include "f\simplewoundingsystem\config.hpp" #include "f\spect\functions.hpp" }; [color="#FF0000"]#include "VAS\cfgfunctions.hpp"[/color] }; [color="#FF0000"]#include "VAS\menu.hpp"[/color] // ============================================================================================ hello,I was hoping that one of you could might help me... The problem is that I want to include the part of the VAS description.ext into another descrition.ext but I am not sure how because just add it to "the end" dosent work. This is the code I need to change to get VAS working: (Part of the F3 Framework) // F3 - Functions // DO NOT REMOVE OR DISABLE THIS BLOCK OF CODE class CfgFunctions { class F // Defines the "owner" { class common // category { file = "f\common"; // Defines the function to preInit (the paramArray dosent seem to be constructed at preInit stage). class processParamsArray { preInit = 1; postInit = 1; }; class nearPlayer{}; }; class mpEnd { file = "f\mpEnd"; class mpEnd{}; class mpEndReceiver{}; }; class assignGear { // Defines the functions to preInit the compling of the assignGear function used by units. file = "f\assignGear"; class assignGear{}; }; class setGroupID { file = "f\setGroupID"; class setGroupID{}; }; class missionConditions { file = "f\missionConditions"; class SetTime{}; class SetFog{}; class SetWeather{}; }; class cache { file = "f\cache"; class cInit {}; class cTracker {}; class gCache {}; class gUncache {}; }; class groupMarkers { file = "f\groupMarkers"; class localGroupMarker{}; class localSpecialistMarker{}; }; class authorisedCrew { file = "f\authorisedCrew"; class authorisedCrewCheck {}; }; class FTMemberMarkers { file = "f\FTMemberMarkers"; class SetLocalFTMemberMarkers{}; class GetMarkerColor{}; class LocalFTMarkerSync{}; }; class bodyRemoval { file = "f\removeBody"; class removeBody{}; }; class setAISkill { file = "f\setAISKill"; class setAISKill{}; }; class mapClickTeleport { file = "f\mapClickTeleport"; class mapClickTeleportUnit{}; class mapClickTeleportGroup{}; }; class nametag { file = "f\nametag"; class drawNameTag{}; }; class preMount { file = "f\preMount"; class mountGroups{}; }; class radios { file = "f\radios"; class acre_removeRadios{}; class acre_addRadios{}; class acre_setRadioFrequencies{}; class acre_configureSpectatorChat{}; class tfr_removeRadios{}; class tfr_addRadios{}; class tfr_setRadioFrequencies{}; class tfr_configureSpectatorChat{}; }; #include "f\simplewoundingsystem\config.hpp" #include "f\spect\functions.hpp" }; }; // ============================================================================================ Share this post Link to post Share on other sites
akinthesky 11 Posted September 12, 2014 Is there a way to disable the access to mod items from VAS? So I can have VAS on my server and all these people with their fancy add-ons like laser guns and garbage like that can't access them and create error messages server wide? Share this post Link to post Share on other sites
otarius-big 16 Posted September 18, 2014 (edited) can you make virtual transport (wheel cars,armored cars,air and other) box? its posible? i think its will usefull thing Edited September 18, 2014 by otarius-big Share this post Link to post Share on other sites
Jackson Snow 10 Posted September 18, 2014 can you make virtual transport (wheel cars,armored cars,air and other) box? its posible?i think its will usefull thing If you use the Virtual Vehicle Spawner it is possible to do this. In the file "vvs\functions\fn_spawnVehicle.sqf" find the following section and add the final line: _vehicle = _className createVehicle _position; _vehicle allowDamage false; _vehicle setPos _position; //Make sure it gets set onto the position. _vehicle setDir _direction; //Set the vehicles direction the same as the marker. [[[_vehicle],"ammobox.sqf"],"BIS_fnc_execVM",TRUE,TRUE] call BIS_fnc_MP; Create a file called "ammobox.sqf" in your mission folder and put the following in it: _box = _this select 0; _box addAction["<t color='#0000ff'>Virtual Ammobox</t>", "VAS\open.sqf", nil, 0, true, true, "", "alive _target && ((getPos _target) distance (getPos _this)) <= 5"]; This will add the ammobox action to any vehicle spawned; you can narrow it to particular types of vehicle, but I can never be bothered - and with a small group of players, it's nice to always have an ammobox in whichever vehicles we take. Hope this helps. Share this post Link to post Share on other sites
agamingcouple 10 Posted September 19, 2014 (edited) is there anyway to run vas with the chernarus plus map? you have to delete the dayz ui for the map to run properly. That seems to interfere with the description.ext file some how. keeps saying "Vas Not initialized in description.ext" Edited September 19, 2014 by agamingcouple Share this post Link to post Share on other sites
skuijs 17 Posted September 20, 2014 HI my friend has a error i made a map with mods and a vas from mcc. No one has problem from my clan but one friend gets a "arma 3 stropped working" error when he gets killed after loading his gear does anyone know why this is happening ? Share this post Link to post Share on other sites
BadHabitz 235 Posted September 25, 2014 Is there a way to disable the access to mod items from VAS? So I can have VAS on my server and all these people with their fancy add-ons like laser guns and garbage like that can't access them and create error messages server wide?It would take a lot of work, but it's certainly possible. There's a file that excludes items, and also can restrict to only certain items. You'd need to input the class names for all of the items you'd want to be available for the players.HI my friend has a error i made a map with mods and a vas from mcc.No one has problem from my clan but one friend gets a "arma 3 stropped working" error when he gets killed after loading his gear does anyone know why this is happening ? It's possible that it's a mod that's causing the problem, and not VAS. You also have MCC in the mix, so it's tough to point at what the problem actually is. Share this post Link to post Share on other sites
Tourorist 10 Posted September 25, 2014 Tonic, we've updated the localisation file with a more complete translation in Russian. You can find it in our repository over at GitHub: stringtable.xml. Thank you for all your work on VAS! Share this post Link to post Share on other sites
chal00 12 Posted September 26, 2014 (edited) Hi tonic :cool::cool: I'm a great fan of your work ! But i always had a problem with the VAS (and i know now why O_o!!). It's that, we can't see entirely the stuff name in each case ! I know now (after my work!) that you tried to do something that everyone can use = big thanks for that ! But in my case, i use a 24" screen with a 1920 * 1080 resolution, and with "interface size" set on "small".... :j: Then, i have resized your GUI :bounce3: It's just the "menu.hpp" file that i have edited, and nothing else ! I know that there's someone (a french like me, with the same problem!!) who have published another version of your GUI (=> http://forums.bistudio.com/showthread.php?178209-VAS-Interface-UPDGRADE ), but i don't like the skin/style, because he changed buttons place and it seems that functions are not all available (by memories) !! In any event, i prefer the original VAS style, because i have my practices with it, and i just wanted to keep it like it is, but bigger ! => I kept all your style in a bigger GUI ! The only restriction, is that you can't use it with a "interface size" set on "very large" !! but in my case, with a 1920 * 1080 resolution, you can use it like you want, with the "interface size" you want (except very large) ! I wanted to know if you allow me to publish it, for those who have the same problem ! I'm waiting for your answer :) During this time, let me show you what it give in 1920*1080 : Original VAS with "small interface size" : Edited September 26, 2014 by chal00 Share this post Link to post Share on other sites
chal00 12 Posted September 26, 2014 (edited) Custom VAS with "small interface size" : Customl VAS with "large interface size" : What do you think ?? ;)) Let me know mates ;)) Edited September 26, 2014 by chal00 Share this post Link to post Share on other sites
ussmarines 18 Posted October 5, 2014 verry good job ^^ Share this post Link to post Share on other sites
iceman77 18 Posted October 6, 2014 Tonic should make the UI scaleable with a slider or some such. That would be nifty. Idk, alot of work to allow the user to resize the controls on the fly. It's a nice thought though. I hope you decide to stick around anyhow. As you can see the vas is still widely used =) Share this post Link to post Share on other sites
chal00 12 Posted October 11, 2014 Thanks iceman77 for your answer ;) I began on GUI with your tuto video :p It's a good idea to make it scaleable , but that i don't know how to do it :( I will see how if you do it ;) See you soon ... Share this post Link to post Share on other sites