olivieridriss 10 Posted March 9, 2015 Hi, I'm getting the same issue than ESUSSanchez, when whitelisting stuff, whitelisted loadout can't always be used. I must be accurate, I spent some time testing this: when I have no weapon, I can only load preset without weapon for an example. I have tried adding player's voice, insigna and face to the Item list, without success (seems weird, but you know what's SQF debugging, right? :)) Has anyone found a solution or a workaround? Share this post Link to post Share on other sites
Lala14 135 Posted March 9, 2015 (edited) Hi,I'm getting the same issue than ESUSSanchez, when whitelisting stuff, whitelisted loadout can't always be used. I must be accurate, I spent some time testing this: when I have no weapon, I can only load preset without weapon for an example. I have tried adding player's voice, insigna and face to the Item list, without success (seems weird, but you know what's SQF debugging, right? :)) Has anyone found a solution or a workaround? The issue with changing the voice and face I believe would be due to the fact that each player in their profile has their own voice and face settings so changing it could cause an issue in mp possibly. As for the whitelisting im going to see if I can make a test mission just trying to whitelist csat weapons. (Possibility for a new script? (function)) Edited March 9, 2015 by Lala14 Share this post Link to post Share on other sites
zukov 490 Posted April 12, 2015 is possible to use of virtual arsenal function like class system? with simple button like medic. assault and so on? so if you die return in arsenal view and choose the class Share this post Link to post Share on other sites
davidoss 552 Posted April 17, 2015 (edited) Hi. I wanna put Arsenal funcionallity for all ingame spawned boxes. Have found this: [<target>,<classes>,(<isGlobal>,<addAction>)] call BIS_fnc_addVirtualWeaponCargo; target: Object or Namespace - ammo box to which classes will be added. When missionNamespace is used, they will be available across all boxes.classes: Boolean or Array of Strings - whitelisted classes. Alternatiovely, use true to whitelist everything of the given type isGlobal (Optional): Boolean - true to add classes globally (default: false) addAction (Optional): Boolean - true to add "Arsenal" action which players can access the Arsenal (default: true) But i dont knew how to do it correctly: [missionNamespace,true,true,true] call BIS_fnc_addVirtualWeaponCargo; [missionNamespace,true,true] call BIS_fnc_addVirtualWeaponCargo; [missionNamespace,["%All"],true,true] call BIS_fnc_addVirtualWeaponCargo; [missionNamespace,["%All"],true] call BIS_fnc_addVirtualWeaponCargo; Seams to work in SP but on MP no luck. Can someone please help me? How it should be inited? Locally or server only? Any others ideas for any box spawned/delivered ingame with Virtual Arsenal? Edited April 17, 2015 by DaVIdoSS Share this post Link to post Share on other sites
ringoray 1 Posted April 21, 2015 Hey guys, is it possible to add the arsenal script to a spawning ammo box? I have created a dynamic custom camp which spawns in at the start of the mission via game logic and I would like to have the arsenal script run on these boxes, thanks for any help in advance. Share this post Link to post Share on other sites
Kolmain 6 Posted May 1, 2015 I've got the VA whitelisting working in SP, but oddly enough in MP it stops working. My code is available here on github: https://github.com/Kolmain/Evolution-A3/blob/master/EVO/fn_rank.sqf Can anyone take a look? EDIT: Yes, it is run clientside only. Share this post Link to post Share on other sites
Alpha80 10 Posted June 13, 2015 For some reason our Virtual Ammobox System only works in the editor preview. When i try to host a LAN or Internet game it won't work for some reason... Code we are using: ["AmmoboxInit",[this,true]] call BIS_fnc_arsenal; Would be very thankful for help :). Share this post Link to post Share on other sites
Lucky44 13 Posted August 15, 2015 I've come to love VA, but now I'm trying to use "blacklisting" and getting nowhere. I've tried various combinations with BIS_fnc_removeVirtualWeaponCargo, and I get get it to work with a limited VA (where only specified things are in the crate to start, I think), but I can't get it to do an "keep everything but A,B,C.." sort of setup. And this is not helping: https://community.bistudio.com/wiki/Arsenal#Remove Anyone know the best way to blacklist certain items/weapons? EDIT: I'm assuming this is just broken since no one has replied here or elsewhere where I've posted. If that changes, I'd love to know. Share this post Link to post Share on other sites
twakkie 57 Posted August 25, 2015 I would also like a way to blacklist only certain weapons without the tedious work of adding them in one by one. Share this post Link to post Share on other sites
magicpanda 19 Posted August 25, 2015 Here this may help. Larrow, as always, coming up trumps :) You can create custom Virtual Arsenals using Zeus then export to a normal mission really easily. https://forums.bistudio.com/topic/182817-how-to-limit-weapons-in-the-arsenal-of-a-box/ Share this post Link to post Share on other sites
twakkie 57 Posted August 25, 2015 Wow thanks MagicPanda and thank you Wizzard Larrow. Share this post Link to post Share on other sites
magicpanda 19 Posted August 25, 2015 Ignore my final post in that thread. My nato version is missing loads and is bit buggy Share this post Link to post Share on other sites
pulstar 55 Posted September 7, 2015 I hope this is a suitable place to ask, better than spamming a new topic anyway.. In heated battles when you invoke any VA script, once it's closed the chequered black screen can take a long time to dissipate. Is there a workaround to suppress it? Alt-tabbing doesn't seem to speed it up either. Share this post Link to post Share on other sites
Solano 176 Posted September 21, 2015 From a tutorial on youtube I used this: 0 = ["AmmoboxInit",[this,true]] spawn BIS_fnc_arsenal; on an object init (in the editor). It works in the Editor. Now I export my little mission as an MP Mission. It works on that too, but only until I solve a mission. After that it stops working. I use MCC. When I hit on mission won or failed the usual screens appear. You can choose your role again and that is the moment when the Arsenal thing is not accessible anymore. It wont show up in the mousewheel menu anymore after this. Any ideas for this? Share this post Link to post Share on other sites
Solano 176 Posted September 21, 2015 For some reason our Virtual Ammobox System only works in the editor preview. When i try to host a LAN or Internet game it won't work for some reason... Code we are using: ["AmmoboxInit",[this,true]] call BIS_fnc_arsenal;Would be very thankful for help :). Yeah I experienced the same with this. Share this post Link to post Share on other sites
davidoss 552 Posted September 21, 2015 Strange. But you can call the Arsenal init from init.sqf . In this way you force the code to be executed on every mission init. Notice that you need to change "this" to proper object name. Or even better you can use a condition for adding the arsenal for every ammobox used in mission Share this post Link to post Share on other sites
brink_za 11 Posted September 21, 2015 Hello guys. I don't want to use the BIS AddAction. I have whitelisted some items according to team with switch playerside do. My issue is that despite sending the parameter to not use the default BIS AddAction at the spawn fnc and at the additemfnc levels, I don't get the actual Arsenal to open. I've tested and it works fine when I don't try and remove the AddAction (i.e. true,{true} -- and -- true,true) but then I'm back to where I started with their AddAction and no way to customise it in terms of colour, priority etc. I am calling the Virtual Arsenal script from a custom AddAction on an ammobox. from my addaction on the ammobox this addAction ["<t color='#ff1111'>BIS Arsenal</t>","scripts\OpenVirtualArsenal.sqf"]; from my script to open Virtual Arsenal ["AmmoboxInit",[_vabox,false,{false}]] spawn BIS_fnc_arsenal; then I define the contents according to side (I left the switch and classnames out for this post). [_vabox, [ << MY BACKPACKS >> ], false, false ] call BIS_fnc_addVirtualBackpackCargo; then I repeated that second bit for magazines, weapons etc. and side Apparently it's code in the first snippet and boolean in the second to control the addaction by parameter :huh:. Any clue what I'm doing wrong here to not be able to open the Virtual Arsenal when rejecting the add action given to me by default? I'm actually considering overhauling all my addactions to "accommodate" the inability to customize the add action given by default. Why u do dis BIS... Share this post Link to post Share on other sites
Solano 176 Posted September 22, 2015 Strange. But you can call the Arsenal init from init.sqf . In this way you force the code to be executed on every mission init. Notice that you need to change "this" to proper object name. Or even better you can use a condition for adding the arsenal for every ammobox used in mission Thanks for the hint! The outsourcing of the command worked but it behaves like before. First run of the mission - all good. Then after lose or win its gone again... I created a init.sqf and inside is the code like you told me. Instead of "this" i got the name I gave to the item in the editor. The init.sqf was placed where the mission.sqm and the description.ext is - this is correct i guess? Share this post Link to post Share on other sites
dale0404 5 Posted September 22, 2015 Sorry guys, misread the title. Share this post Link to post Share on other sites
brink_za 11 Posted September 22, 2015 EDIT: Yes, it is run clientside only. I believe it needs to be run by the server. i.e. if (!isServer) exitWith {}; Share this post Link to post Share on other sites
HunterxVAD 0 Posted April 17, 2016 It would be good if you can put the power to move or assemble the loadouts with similar names together and are separated or not an option that automatically gather .... (google translator) sorry Share this post Link to post Share on other sites