RSF TheCapulet 59 Posted September 30, 2013 Elitist much? Seriously, I can script a loadout to a unit but it's time consuming as hell over multiple units in a mission, where as a simple non graphical text based gear loadout editor would alleviate so much of the sheer mundane time consumption that it's clearly worth it. Agreed. I can write a bit of code, but that doesn't mean that players who aren't (Passionate/intelligent/driven/responsible/available) should be expected to, to get a similar experience to mine. Hell, this specific feature is one I frequently used in other SDKs back in '02! This feature was promised, and is incoming. But what really confuses me is why there are veteran forum members in here harrasing new guys just because they aren't programmers? Not helpful, not constructive, not even completely relevant to this thread. Not gonna lie, that's far more lame than the broken promise and missing tools. Share this post Link to post Share on other sites
Harzach 2517 Posted October 1, 2013 Elitist much? Seriously, I can script a loadout to a unit but it's time consuming as hell over multiple units in a mission, where as a simple non graphical text based gear loadout editor would alleviate so much of the sheer mundane time consumption that it's clearly worth it. Don't read much? I'm not elitist. I'm just not lazy, impatient, or terrified of learning things. I also said (three times now) that I'm not against BI adding this functionality, just that it will never be as versatile as the scripting solution. ---------- Post added at 22:16 ---------- Previous post was at 22:09 ---------- But what really confuses me is why there are veteran forum members in here harrasing new guys just because they aren't programmers? Not helpful, not constructive, not even completely relevant to this thread. Who is "harrassing" anyone here? Share this post Link to post Share on other sites
windies 11 Posted October 1, 2013 Don't read much?I'm not elitist. I'm just not lazy, impatient, or terrified of learning things. I also said (three times now) that I'm not against BI adding this functionality, just that it will never be as versatile as the scripting solution. ---------- Post added at 22:16 ---------- Previous post was at 22:09 ---------- Who is "harrassing" anyone here? Oh I dunno, you're calling people lazy and unskilled because they want an easier less convoluted way of editing loadouts that was previously touched upon during the beta and has kind of disappeared. Nah, that's not elitist harrassment.... Share this post Link to post Share on other sites
RSF TheCapulet 59 Posted October 1, 2013 Who is "harrassing" anyone here? So far, I've seen suggestions that they don't know how to read, that they're lazy, impatient, willfully ignorant, that their topic points don't matter, and suggestions that they go play Battlefield of Call of Duty instead. You are "harrassing" anyone here. You haven't contributed one useful bit of information to this conversation. If you can't contribute, do everyone a favor (Yourself included) and don't post. Share this post Link to post Share on other sites
outlawled 9 Posted October 1, 2013 I feel that my previous post was a bit misinterpreted (my fault). I don't think you guys should go play CoD or BF, I was just trying to point out that ArmA gives its users way more options in terms of customizing missions and the like than CoD and BF do. There may not be an inventory editor, but you do have the option of setting each player's inventory (albeit through scripting), which is more than you can do in either of those other games. Regardless, the post was dumb, and I'm sorry. Share this post Link to post Share on other sites
Harzach 2517 Posted October 1, 2013 Oh I dunno, you're calling people lazy and unskilled because they want an easier less convoluted way of editing loadouts that was previously touched upon during the beta and has kind of disappeared. Who did I say was "unskilled"? Not that there is anything inherently wrong with being unskilled - everyone starts at the beginning. 18 months ago I knew nothing about writing any sort of code, not that I am an advanced scripter now. So far, I've seen suggestions that they don't know how to read, that they're lazy, impatient, willfully ignorant, that their topic points don't matter, and suggestions that they go play Battlefield of Call of Duty instead. You are "harrassing" anyone here. You haven't contributed one useful bit of information to this conversation. If you can't contribute, do everyone a favor (Yourself included) and don't post. I never said anyone's point didn't matter and I never suggested anyone go play a different game, so I'll assume you are referring to another poster there. I also never called anyone lazy, impatient, and willfully ignorant - I said I was not those things - but of course, the implication is there. Are you then suggesting that someone who outright refuses to learn a simple bit of scripting to accomplish a desired task is not any or all of those things? I have easily contributed as much or more than you in this topic. As for the "don't post" nonsense - this forum isn't a magic mirror, it's for discussion. If you don't want to hear other people's opinions, you are in the wrong place. In addition, I have never told anyone that they should not post or are unwelcome here, despite the central point of my posts being completely ignored in favor of sensationalizing cherry-picked comments. Who is being harassed? Share this post Link to post Share on other sites
windies 11 Posted October 1, 2013 Who did I say was "unskilled"? Not that there is anything inherently wrong with being unskilled - everyone starts at the beginning. 18 months ago I knew nothing about writing any sort of code, not that I am an advanced scripter now.I never said anyone's point didn't matter and I never suggested anyone go play a different game, so I'll assume you are referring to another poster there. I also never called anyone lazy, impatient, and willfully ignorant - I said I was not those things - but of course, the implication is there. Are you then suggesting that someone who outright refuses to learn a simple bit of scripting to accomplish a desired task is not any or all of those things? I have easily contributed as much or more than you in this topic. As for the "don't post" nonsense - this forum isn't a magic mirror, it's for discussion. If you don't want to hear other people's opinions, you are in the wrong place. In addition, I have never told anyone that they should not post or are unwelcome here, despite the central point of my posts being completely ignored in favor of sensationalizing cherry-picked comments. Who is being harassed? You are pure gold man, seriously. :rolleyes: The epitome of both what is wrong with this community and why aside from a select few I could care less about being a part of it anymore. Share this post Link to post Share on other sites
Pac Man 10 Posted October 1, 2013 (edited) The only way to edit the gear is by scripting in the unit initialization field. Or very readable and neat in an external script. I would never fully loadout a unit in the initilization box, that can be really messy and hard to read. But, yeah it would be nice to have the loadout editor that was talked about. Scripting loadouts might not be hard, but it is _insane_ in a game that has customization. It's literally the worst possible way to do it and takes way too much time to something simple as that. Editor needs the loadout tab It really doesn't take as long and isn't such a hassle as you make it out to be. The loadout editor would be great though, but it's trivial. Edited October 1, 2013 by Pac Man Share this post Link to post Share on other sites
dmarkwick 261 Posted October 1, 2013 A visual editor loadout system would be very useful indeed. Aside from anything else, I dislike having to remember/find the classnames of the things I need, assuming I even know of them in the first place :) Share this post Link to post Share on other sites
SavageCDN 231 Posted October 1, 2013 You are pure gold man, seriously. :rolleyes: The epitome of both what is wrong with this community and why aside from a select few I could care less about being a part of it anymore. Sorry man he is not the epitome of what is wrong with this community... and that discussion is not for this thread. I didn't know jack shit about scripting two years ago and since then I've been able to pickup on most things. Customizing loadouts is not that difficult but it does require some knowledge and patience. I don't think anyone is saying that having an in-editor loadout thingy would not be great... but that instead there are other areas (even in the editor) that should be improved first. Share this post Link to post Share on other sites
oggoeg 3 Posted October 1, 2013 Or very readable and neat in an external script. I would never fully loadout a unit in the initilization box, that can be really messy and hard to read. But, yeah it would be nice to have the loadout editor that was talked about.It really doesn't take as long and isn't such a hassle as you make it out to be. The loadout editor would be great though, but it's trivial. I will say it again. It is literally the worst way to handle customization in a video game. Simple. It isn't hard, but sure as hell it is a pain in the ass to do it in the worst and time consuming way possible to create individual loadouts for multiple units. No matter how accustomed we are to a bad system it doens't make the system any good at all. Share this post Link to post Share on other sites
kylania 568 Posted October 1, 2013 Just so we have some idea of what people are unwilling to learn apparently: removeAllWeapons this; _muzzle = [this, "srifle_EBR_ARCO_pointer_snds_F", 11] call BIS_fnc_addWeapon; this addPrimaryWeaponItem "optic_Nightstalker"; _muzzle = [this, "hgun_ACPC2_snds_F", 6] call BIS_fnc_addWeapon; this addmagazines ["smokeshell", 4]; this addmagazines ["handgrenade", 5]; Six lines of code to change what rifle, scope, pistol and grenades a unit has. Scope wouldn't even be necessary since some rifles have a classname which includes that already. It's actually less effort to just cut/paste that into an init field then it would be to scroll and select all those options and quantities from a dialog. And, chances are the dialog would simply run these exact same commands anyway behind the scenes. If this does seem too difficult for someone there's always the dozens of units already in the game. If someone wants a unit with a sniper rifle, instead of putting down a Rifleman, stripping, redressing and giving them a weapon just put down a sniper unit instead. Want someone with a machine gun? Put down an Autorifleman. Virtually every option is already in game, people are just not using them. Want to add silencers? 3 words is all it takes. People haven't even tried to learn what they can do with the editor and the game already. An inventory editor isn't gonna change that or make it easier. Share this post Link to post Share on other sites
ProfTournesol 956 Posted October 1, 2013 A visual editor loadout system would be very useful indeed. Aside from anything else, I dislike having to remember/find the classnames of the things I need, assuming I even know of them in the first place :) Yes, it does already exist for the player squad at the beginning of the mission, why couldn't it exist in the editor unit menu ? Share this post Link to post Share on other sites
dale0404 5 Posted October 1, 2013 Just so we have some idea of what people are unwilling to learn apparently: removeAllWeapons this; _muzzle = [this, "srifle_EBR_ARCO_pointer_snds_F", 11] call BIS_fnc_addWeapon; this addPrimaryWeaponItem "optic_Nightstalker"; _muzzle = [this, "hgun_ACPC2_snds_F", 6] call BIS_fnc_addWeapon; this addmagazines ["smokeshell", 4]; this addmagazines ["handgrenade", 5]; Six lines of code to change what rifle, scope, pistol and grenades a unit has. Scope wouldn't even be necessary since some rifles have a classname which includes that already. It's actually less effort to just cut/paste that into an init field then it would be to scroll and select all those options and quantities from a dialog. And, chances are the dialog would simply run these exact same commands anyway behind the scenes. If this does seem too difficult for someone there's always the dozens of units already in the game. If someone wants a unit with a sniper rifle, instead of putting down a Rifleman, stripping, redressing and giving them a weapon just put down a sniper unit instead. Want someone with a machine gun? Put down an Autorifleman. Virtually every option is already in game, people are just not using them. Want to add silencers? 3 words is all it takes. People haven't even tried to learn what they can do with the editor and the game already. An inventory editor isn't gonna change that or make it easier. I get your point mate, I really do. But not everyone wants to learn the scripting language, hence the need for stuff like this. Share this post Link to post Share on other sites
RSF TheCapulet 59 Posted October 1, 2013 I get your point mate, I really do. But not everyone wants to learn the scripting language, hence the need for stuff like this. Agreed. I'd bet money on the fact that a good 90% of the people that come across your snippet will have zero clues about what it all means, and zero fucks to give as well. Again, it's essentially forcing everyone to be programmers to get functionality out of the game that is both widely advertised as well as realistically required to get the very most of Arma 3. And that 6 line of code does indeed do exactly what we need. Except that most players won't know what "srifle_EBR_ARCO_pointer_snds_F" is, let alone know what to replace it with to get a different weapon on that unit. Hell, most won't even know it's referring to a weapon, because "srifle_EBR_ARCO_pointer_snds_F" doesn't mean a damn thing to anyone except those who already know what it means! See the point here? MOST people aren't programmers. And there's absolutely nothing You or BIS can do to change that. The only solutions here is either to ignore those players and leave some possibly very creative types out of creating some truly engaging missions. Or to create a simple UI that lets us do the very same thing in a visual way. Share this post Link to post Share on other sites
Harzach 2517 Posted October 2, 2013 You are pure gold man, seriously. :rolleyes: The epitome of both what is wrong with this community and why aside from a select few I could care less about being a part of it anymore. If that is what you took away from my post, then please give this a try: I don't think anyone is saying that having an in-editor loadout thingy would not be great... but that instead there are other areas (even in the editor) that should be improved first. Exacly. I've said it many times here, yet it continues to be ignored. I get your point mate, I really do. But not everyone wants to learn the scripting language, hence the need for stuff like this. It isn't a "need", it's a "want". The only solutions here is either to ignore those players and leave some possibly very creative types out of creating some truly engaging missions. Or to create a simple UI that lets us do the very same thing in a visual way. You forgot "Or to learn some basic scripting." These very creative types have to learn how to use the editor, how to edit init.sqf/description.ext, how to incorporate community scripts into their truly engaging missions and tweak them to perform as desired, as well as write script calls to add to init lines. Heck, most scripts have already been written, one just needs to find them and adjust them to their purpose - Kylania provided a basic loadout script above. No work on the part of the mission maker needed, other than to c/p the desired inventory items into it. At any rate, I'm clearly in the vocal minority on this, so I had might as well jump ship. Give us all the things, BI! So we can come back later and complain about their limited utility! Hooray! Share this post Link to post Share on other sites
dmarkwick 261 Posted October 3, 2013 Kylania provided a basic loadout script above. No work on the part of the mission maker needed, other than to c/p the desired inventory items into it. Speaking personally the code isn't the issue, it's the classnames, and the finding of. That snippet is good if you wish for that loadout, but if I wish to have a stinger I have to trawl around looking for a classname. Then look for the ammo classname etc. I don't think its unreasonable for a visual loadout editor to be asked for. Share this post Link to post Share on other sites
Tyl3r99 41 Posted October 3, 2013 I think if we had the editor, it would be helpful to all people. of course people can still script and what not and the others can simply use the new tool. argument solved. Share this post Link to post Share on other sites
Harzach 2517 Posted October 3, 2013 Speaking personally the code isn't the issue, it's the classnames, and the finding of. That snippet is good if you wish for that loadout, but if I wish to have a stinger I have to trawl around looking for a classname. Then look for the ammo classname etc. I don't think its unreasonable for a visual loadout editor to be asked for. I don't think it's unreasonable either. If they add it, great. I'm just saying that, if history be our guide, any editor-based solution will not be as versatile as the scripting solution. That's the entirety of my original point. All class names can be found =weap_type&options[custom_type]=&options[faction]="]HERE. For Arma 2, I also found Major_Shepard's Loadout Editor (LEA) to be a great way to quickly find class names, as well as set custom loadouts for missions. There's a version for Arma 3 in the works. Share this post Link to post Share on other sites
ProfTournesol 956 Posted October 3, 2013 I don't think it's unreasonable either. If they add it, great. I'm just saying that, if history be our guide, any editor-based solution will not be as versatile as the scripting solution. That's the entirety of my original point.All class names can be found =weap_type&options[custom_type]=&options[faction]="]HERE. For Arma 2, I also found Major_Shepard's Loadout Editor (LEA) to be a great way to quickly find class names, as well as set custom loadouts for missions. There's a version for Arma 3 in the works. Yes but that's a pain for most of players. The editor hasn't evolved enough since OFP and it should include such obvious additions. Share this post Link to post Share on other sites
Harzach 2517 Posted October 3, 2013 Yes but that's a pain for most of players. The editor hasn't evolved enough since OFP and it should include such obvious additions. I think that point has been well-established. Let's end this circular non-argument, please. Share this post Link to post Share on other sites
ProfTournesol 956 Posted October 3, 2013 I think that point has been well-established. Let's end this circular non-argument, please. Apart that this what this topic is about. Share this post Link to post Share on other sites
SavageCDN 231 Posted October 3, 2013 Just as an FYI you can also copy/paste the classname from the editor - put down an empty unit you will see the classname top-right of the unit screen - select the text, Ctrl-C, paste it elsewhere. Of course that won't work for weapons or ammo types :p Share this post Link to post Share on other sites
zedderzulu 7 Posted October 3, 2013 Just as an FYI you can also copy/paste the classname from the editor - put down an empty unit you will see the classname top-right of the unit screen - select the text, Ctrl-C, paste it elsewhere. Of course that won't work for weapons or ammo types :p You can also copy and paste directly from the Config Viewer; Unit classes, weapon classes, ammo types. Everything! :) While I also hope that they do introduce a proper graphical interface in the editor for customising loadouts for individual units (even if it's effectively a carbon copy of the inventory screen), the inclusion of the in-game config viewer for reference has at least made things so much easier than it was! Maybe not "easy"; easier. Share this post Link to post Share on other sites
50.cal 10 Posted October 11, 2013 Just to let you know I have created a new feature request on the feedback tracker. You can vote/comment here Share this post Link to post Share on other sites