Fennistil 10 Posted July 27, 2014 Is there a way I can get weapon restrictions to work in the Virtual Arsenal and If there is, how do I do it? Thx. Share this post Link to post Share on other sites
fight9 14 Posted July 27, 2014 This page has all the information https://community.bistudio.com/wiki/Arsenal Share this post Link to post Share on other sites
Tavish 41 Posted November 5, 2014 Please somebody correct me if I'm wrong but there doesn't seem to be a way to allow all gear with only a few restrictions ie, no AA launchers. I want to make my mission mod friendly so writing out multiple weapon whitelists seems like a waste of time due to each mod pack requiring a different whitelist. The wiki is a bit vague not very helpful, especially if you want to restrict items. BIS_fnc_removeVirtualWeaponCargo seems to do nothing. Parameters description directly from fnc file show a bit more info than the wiki: Parameter(s): 0: STRING - mode 1: ANY - params (see below) Modes: "Open" - Open the Arsenal 0 (Optional): BOOL - true to open full Arsenal, with all categories and items available (default: false) "Preload" - Preload item configs for Arsenal (without preloading, configs are parsed the first time Arsenal is opened) No params "AmmoboxInit" - Add virtual ammobox. Action to access the Arsenal will be added automatically on all clients. 0: OBJECT - ammobox 1 (Optional): BOOL - true to make all weapons and items in the game available in the box (default: false) 2 (Optional): Condition for showing the Arsenal action (default: {true}) Passed arguments are the same as in addAction condition, i.e., _target - the box, _this - caller "AmmoboxExit" - Remove virtual ammobox 0: OBJECT - ammobox Returns: NOTHING Working Whitelist Script This is one way to have a custom gear list with the VA (big thanks to Hellfire257 over at /r/armadev), but is not what i require. // Put in box init: null = [this] execVM "virtual_arsenal_init.sqf" //Init stuff _crate = _this select 0; ["AmmoboxInit",[_crate,false,{true}]] spawn BIS_fnc_arsenal; //Lists of items to include _availableHeadgear = [ "H_HelmetB", "H_HelmetB_camo", "H_HelmetB_paint", "H_HelmetB_light", "H_HelmetSpecB", "H_Booniehat_mcamo", "H_Booniehat_khk_hs", "H_MilCap_mcamo", "H_Cap_tan_specops_US", "H_Cap_khaki_specops_UK", "H_Cap_headphones", "H_Bandanna_mcamo", "H_Bandanna_khk_hs", "H_Shemag_khk", "H_ShemagOpen_khk", "H_Watchcap_blk", "H_PilotHelmetHeli_B", "H_CrewHelmetHeli_B", "H_PilotHelmetFighter_B", "H_HelmetCrew_B" ]; _availableGoggles = [ "G_Combat", "G_Lowprofile", "G_Shades_Black", "G_Shades_Blue", "G_Shades_Green", "G_Shades_Red", "G_Sport_Blackred", "G_Sport_Blackyellow", "G_Squares_Tinted", "G_Tactical_Black", "G_Tactical_Clear", "G_Bandanna_blk" ]; _availableUniforms = [ "U_B_CombatUniform_mcam", "U_B_CombatUniform_mcam_tshirt", "U_B_CombatUniform_mcam_vest", "U_B_HeliPilotCoveralls", "U_B_CTRG_1", "U_B_CTRG_2", "U_B_CTRG_3" ]; _availableVests = [ "V_BandollierB_khk", "V_BandollierB_blk", "V_PlateCarrier1_rgr", "V_PlateCarrier2_rgr", "V_PlateCarrierGL_rgr", "V_PlateCarrierSpec_rgr", "V_PlateCarrierL_CTRG", "V_PlateCarrierH_CTRG" ]; _availableBackpacks = [ "B_AssaultPack_rgr", "B_AssaultPack_mcamo", "B_Kitbag_rgr", "B_Kitbag_mcamo", "B_TacticalPack_blk", "B_TacticalPack_mcamo" ]; //Populate with predefined items and whatever is already in the crate [_crate,((backpackCargo _crate) + _availableBackpacks)] call BIS_fnc_addVirtualBackpackCargo; [_crate,((itemCargo _crate) + _availableHeadgear + _availableGoggles + _availableUniforms + _availableVests)] call BIS_fnc_addVirtualItemCargo; [_crate,(magazineCargo _crate)] call BIS_fnc_addVirtualMagazineCargo; [_crate,(weaponCargo _crate)] call BIS_fnc_addVirtualWeaponCargo; I want the box to display everything (including any active weapon mods) with the exception of certain restricted weapons and items. I'll be seriously grateful to anyone with a solution! Share this post Link to post Share on other sites
kocrachon 2 Posted November 8, 2014 Please somebody correct me if I'm wrong but there doesn't seem to be a way to allow all gear with only a few restrictions ie, no AA launchers. I want to make my mission mod friendly so writing out multiple weapon whitelists seems like a waste of time due to each mod pack requiring a different whitelist.The wiki is a bit vague not very helpful, especially if you want to restrict items. BIS_fnc_removeVirtualWeaponCargo seems to do nothing. Parameters description directly from fnc file show a bit more info than the wiki: Parameter(s): 0: STRING - mode 1: ANY - params (see below) Modes: "Open" - Open the Arsenal 0 (Optional): BOOL - true to open full Arsenal, with all categories and items available (default: false) "Preload" - Preload item configs for Arsenal (without preloading, configs are parsed the first time Arsenal is opened) No params "AmmoboxInit" - Add virtual ammobox. Action to access the Arsenal will be added automatically on all clients. 0: OBJECT - ammobox 1 (Optional): BOOL - true to make all weapons and items in the game available in the box (default: false) 2 (Optional): Condition for showing the Arsenal action (default: {true}) Passed arguments are the same as in addAction condition, i.e., _target - the box, _this - caller "AmmoboxExit" - Remove virtual ammobox 0: OBJECT - ammobox Returns: NOTHING Working Whitelist Script This is one way to have a custom gear list with the VA (big thanks to Hellfire257 over at /r/armadev), but is not what i require. // Put in box init: null = [this] execVM "virtual_arsenal_init.sqf" //Init stuff _crate = _this select 0; ["AmmoboxInit",[_crate,false,{true}]] spawn BIS_fnc_arsenal; //Lists of items to include _availableHeadgear = [ "H_HelmetB", "H_HelmetB_camo", "H_HelmetB_paint", "H_HelmetB_light", "H_HelmetSpecB", "H_Booniehat_mcamo", "H_Booniehat_khk_hs", "H_MilCap_mcamo", "H_Cap_tan_specops_US", "H_Cap_khaki_specops_UK", "H_Cap_headphones", "H_Bandanna_mcamo", "H_Bandanna_khk_hs", "H_Shemag_khk", "H_ShemagOpen_khk", "H_Watchcap_blk", "H_PilotHelmetHeli_B", "H_CrewHelmetHeli_B", "H_PilotHelmetFighter_B", "H_HelmetCrew_B" ]; _availableGoggles = [ "G_Combat", "G_Lowprofile", "G_Shades_Black", "G_Shades_Blue", "G_Shades_Green", "G_Shades_Red", "G_Sport_Blackred", "G_Sport_Blackyellow", "G_Squares_Tinted", "G_Tactical_Black", "G_Tactical_Clear", "G_Bandanna_blk" ]; _availableUniforms = [ "U_B_CombatUniform_mcam", "U_B_CombatUniform_mcam_tshirt", "U_B_CombatUniform_mcam_vest", "U_B_HeliPilotCoveralls", "U_B_CTRG_1", "U_B_CTRG_2", "U_B_CTRG_3" ]; _availableVests = [ "V_BandollierB_khk", "V_BandollierB_blk", "V_PlateCarrier1_rgr", "V_PlateCarrier2_rgr", "V_PlateCarrierGL_rgr", "V_PlateCarrierSpec_rgr", "V_PlateCarrierL_CTRG", "V_PlateCarrierH_CTRG" ]; _availableBackpacks = [ "B_AssaultPack_rgr", "B_AssaultPack_mcamo", "B_Kitbag_rgr", "B_Kitbag_mcamo", "B_TacticalPack_blk", "B_TacticalPack_mcamo" ]; //Populate with predefined items and whatever is already in the crate [_crate,((backpackCargo _crate) + _availableBackpacks)] call BIS_fnc_addVirtualBackpackCargo; [_crate,((itemCargo _crate) + _availableHeadgear + _availableGoggles + _availableUniforms + _availableVests)] call BIS_fnc_addVirtualItemCargo; [_crate,(magazineCargo _crate)] call BIS_fnc_addVirtualMagazineCargo; [_crate,(weaponCargo _crate)] call BIS_fnc_addVirtualWeaponCargo; I want the box to display everything (including any active weapon mods) with the exception of certain restricted weapons and items. I'll be seriously grateful to anyone with a solution! I too would like to know how to restrict single items Share this post Link to post Share on other sites