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Hi, really good job on the Virtual Arsenal, i really enjoy it :). Any chance to have the possibilities to call the Arsenal in game ? In a way like Dsylexcy do with his own "Arsenal" ? With a list of restricted items depending of the mission maker or not ^^... I see a great potential for customisation or restriction for soldier loadouts. I'm really in love with the potential of this feature :D.

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Yes, you can access Arsenal anywhere you want, and it's possible to whitelist specific items. I'm currently describing it on Community Wiki ;)

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I couldn't find UAV Terminals in the items lists to add to inventory.

Also, is it possible to allow addition of weapons (and their magazines) to backpacks?

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I couldn't find UAV Terminals in the items lists to add to inventory.

The UAV terminals are in the gps slot.

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Oh sorry Moricky i didn't know there's already a wiki for this :p.

And i would be really awesome if we can have an Arsenal for vehicle too in the futur :p (Choose the loadout in the vehicle and/or choose the camo if several is available).

Awesome thx again :).

Edited by NorX_Aengell

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Yes, you can access Arsenal anywhere you want, and it's possible to whitelist specific items. I'm currently describing it on Community Wiki ;)

How does that work? I put the virtual ammobox code into y description.ext and now my mission crashes at startup. The wiki gives no indication where to put the code.

This is way more convoluted to implement than the playermade VAS script. I need help.

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Love the new insignia! Where can I find the commands for them! Brilliant work Devs! :)

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Uhh. yeah after a few test it seem to crash when i try to execute the command...Both ["Open",true] call BIS_fnc_arsenal; or [] call BIS_fnc_arsenal;.

In a custom mission in multiplayer or in editor, with and without mod :s.

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Yet another regression. Metal plates sounds when moving are missing in the current Dev Build.

Stable

Dev

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[_unit,"TFAegis"] call bis_fnc_setUnitInsignia; - found it! Beautiful! Just beautiful!

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Love the new insignia! Where can I find the commands for them! Brilliant work Devs! :)

If you export a loadout script, look at the bottom, it sets the insignia there if you have chosen one. (NInja'ed :))

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Where do I put the loadout once I export from Virtual Arsenal?

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You put the exported script in the init of a unit in the editor.

Anyone else been having fun with the random button? I've gotten some interesting combinations. The driver coveralls + the shemag or a balaclava make for a good looking space terrorist, if y'know what I'm saying.

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You put the exported script in the init of a unit in the editor.

Doesn't work because the exported code uses a local variable (_unit) which can't be used in init fields.

The easiest way to use the code would be to paste it into an init.sqf file.

Btw. for anyone wanting to know what the exported code looks like without having to run the game, here is a random export:

// Exported from Arsenal by MadDogX
_unit = player;

// Remove existing items
removeAllWeapons _unit;
removeAllItems _unit;
removeAllAssignedItems _unit;
removeUniform _unit;
removeVest _unit;
removeBackpack _unit;
removeHeadgear _unit;
removeGoggles _unit;

// Add containers
_unit forceAddUniform "U_C_Poor_2";
_unit addItemToUniform "FirstAidKit";
_unit addItemToUniform "Chemlight_green";
_unit addItemToUniform "5Rnd_127x108_Mag";
_unit addVest "V_PlateCarrier1_blk";
_unit addItemToVest "SmokeShell";
_unit addItemToVest "SmokeShellGreen";
_unit addItemToVest "Chemlight_green";
for "_i" from 1 to 2 do {_unit addItemToVest "HandGrenade";};
for "_i" from 1 to 2 do {_unit addItemToVest "5Rnd_127x108_Mag";};
_unit addBackpack "O_Mortar_01_support_F";
_unit addHeadgear "H_Hat_brown";
_unit addGoggles "G_Combat";

// Add weapons
_unit addWeapon "srifle_GM6_F";
_unit addPrimaryWeaponItem "optic_Aco";
_unit addWeapon "launch_I_Titan_short_F";

// Add items
_unit linkItem "ItemMap";
_unit linkItem "ItemWatch";
_unit linkItem "ItemRadio";
_unit linkItem "B_UavTerminal";
_unit linkItem "NVGoggles_OPFOR";

// Set identity
_unit setFace "WhiteHead_15";
_unit setSpeaker "Male02GRE";
[_unit,"GryffinRegiment"] call bis_fnc_setUnitInsignia;

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A wild guess; you're using the startup parameter -skipIntro also? It disables the background intro.

That fixed it, thanks!

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So how do we define our own custom patches? Tried some basic cfgUnitInsignia stuff in the description.ext but no luck.

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Doesn't work because the exported code uses a local variable (_unit) which can't be used in init fields.

The easiest way to use the code would be to paste it into an init.sqf file.

Btw. for anyone wanting to know what the exported code looks like without having to run the game, here is a random export:

// Exported from Arsenal by MadDogX
_unit = player;

// Remove existing items
removeAllWeapons _unit;
removeAllItems _unit;
removeAllAssignedItems _unit;
removeUniform _unit;
removeVest _unit;
removeBackpack _unit;
removeHeadgear _unit;
removeGoggles _unit;

// Add containers
_unit forceAddUniform "U_C_Poor_2";
_unit addItemToUniform "FirstAidKit";
_unit addItemToUniform "Chemlight_green";
_unit addItemToUniform "5Rnd_127x108_Mag";
_unit addVest "V_PlateCarrier1_blk";
_unit addItemToVest "SmokeShell";
_unit addItemToVest "SmokeShellGreen";
_unit addItemToVest "Chemlight_green";
for "_i" from 1 to 2 do {_unit addItemToVest "HandGrenade";};
for "_i" from 1 to 2 do {_unit addItemToVest "5Rnd_127x108_Mag";};
_unit addBackpack "O_Mortar_01_support_F";
_unit addHeadgear "H_Hat_brown";
_unit addGoggles "G_Combat";

// Add weapons
_unit addWeapon "srifle_GM6_F";
_unit addPrimaryWeaponItem "optic_Aco";
_unit addWeapon "launch_I_Titan_short_F";

// Add items
_unit linkItem "ItemMap";
_unit linkItem "ItemWatch";
_unit linkItem "ItemRadio";
_unit linkItem "B_UavTerminal";
_unit linkItem "NVGoggles_OPFOR";

// Set identity
_unit setFace "WhiteHead_15";
_unit setSpeaker "Male02GRE";
[_unit,"GryffinRegiment"] call bis_fnc_setUnitInsignia;

I think it is a shame a bit. I thought it would be more user-friendly.

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So how do we define our own custom patches? Tried some basic cfgUnitInsignia stuff in the description.ext but no luck.

Would be helpful to know this, and what the requirements are for allowing insignia on custom uniform models (required named selections, config parameters etc.)

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I think it is a shame a bit. I thought it would be more user-friendly.

It would be nice if we could store it in the player's profile, or create a new unit available in the editor. :)

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I think it is a shame a bit. I thought it would be more user-friendly.

You can also put "spawn" around it, i.e.

[] spawn {

_unit = player;

....

};

Personally, I think _unit = _this would be better then you could put it into any unit and use

this spawn {

_unit = _this;

....

};

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Zeus is broken with todays dev update.

Create new mission, place player and Zeus Gamemaster-Module, Preview:

No Entry 'bin\config.bin/CfgPatches.a3_missions_f_bootcamp'.

Tested on different computers and servers.

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For anyone interested, "bis_fnc_saveInventory_data" in profileNamespace contains the data for loadouts saved in the Arsenal.

Here's a sample with two saved loadouts.

[
"Something", // Loadout name (1st loadout)

[ // 1st loadout block
	[ // Uniform block
		"U_B_CTRG_1", // Uniform
		["30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag"] // Uniform contents
	],

	[ // Vest block
		"V_PlateCarrierL_CTRG", // Vest
		["9Rnd_45ACP_Mag","9Rnd_45ACP_Mag","9Rnd_45ACP_Mag"] // Vest contents
	],

	[ // Pack block
		"", // Pack
		[] // Pack contents
	],

	"H_Beret_02", // Headgear

	"G_Shades_Black", // Facewear

	"Laserdesignator", // Binoculars

	[ // Primary block
		"arifle_MXM_Black_F", // Primary
		["","",""] // Weapon attachment
	],

	[ // Secondary block
		"", // Secondary
		[] // Secondary attachments
	],

	[ // Sidearm block
		"hgun_ACPC2_F", // Sidearm
		["","",""] // Sidearm attachments
	],

	[
		"ItemCompass", // Compass slot
		"ItemWatch", // Watch slot
		"I_UavTerminal" // Terminal slot
	],

	[
		"WhiteHead_21", // Face
		"Male06GRE", // Voice
		"111thID" // Insignia
	]
],

"Gingervitis", // Second loadout

[ // Second loadout block, etc...
	[
		"U_BG_Guerilla2_3",
		["FirstAidKit","Chemlight_green"]
	],

	[
		"V_PlateCarrierSpec_rgr",
		["30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag"]
	],

	[
		"B_FieldPack_blk",
		[]
	],

	"",

	"G_Bandanna_oli",

	"Laserdesignator",

	[
		"arifle_Mk20C_plain_F",
		["","acc_pointer_IR",""]
	],

	[
		"launch_I_Titan_short_F",
		["","",""]
	],

	[
		"hgun_P07_F",
		["","",""]
	],

	[
		"ItemCompass",
		"ItemWatch",
		"ItemGPS",
		"NVGoggles"
	],

	[
		"GreekHead_A3_07",
		"Male12ENG",
		"111thID"
	]
]
]

VR Arsenal is very nice - just you cant add any attachments to rifles except M200 and pistols

also a weapons only viewer would be nice like from A2

btw when you test a weapon - it reminds me alot like

:D

The soldier telemetry is great, it's a shame that there's no "range" type of environment with range markings and whatnot to facilitate proper weapon testing. Something like they showed back when we were getting the first glimpses of Arma 3 at an E3. The scattered soldiers don't really provide much information.

.

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Wow some nice additions as of late -nice going BI :)

VR is pretty wild with TPW mod running - you'll know what I mean. The Arsenal is very cool as well tho also wish it was straight in the editor.

New breathing sway mechanics, fatigue on weight carried and inertia on the way...somewhere in the world there's a metal crazed fan who's quite happy right now. Maybe..

Edited by froggyluv

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It would be nice if we could store it in the player's profile, or create a new unit available in the editor. :)

^^ I second this.

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