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ASOR Gear Selector

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ASOR Gear Selector

http://mods.asor.com.au/ASORGS1.41.jpg (619 kB)

Installation instructions:

Include the following in your description.ext file:

#include "ASORGS\menu.hpp"
class CfgFunctions
{
   #include "ASORGS\cfgfunctions.hpp"
};

Add an action to any thing that you want the Gear Select option to appear on with the following in it's init:

this addAction["<t color='#111111'>Gear Select</t>", "execvm 'ASORGS\open.sqf'"];

Set up any settings you want (including blacklist) in ASORGS\config.sqf.

Usage instructions:

Select your preset and/or gear from the drop down menus.

Zoom in and out with the mouse wheel, rotate with left click/drag and move up/down (when zoomed) with right click/drag.

Push ESC to close.

Features:

Safety - Realtime preview of your character. Your actual character doesn't move. A clone is created on a stage. This means you'll still hear people talking nearby with TFAR. It also means things like triggers won't be fired when using it due to leaving the area.

Compatibility - Forward and backward compatible with VAS 2.5 (and possibly other versions) saves. Extensively tested in Multiplayer (with dedicated server) and Singleplayer.

Speed - A database of all required information is built at load time so not many lookups into the Arma config files are required while playing.

Customizable - Setting to use a custom logo as the background. Settings to allow it to work with multiple medical systems and mods (and class names can be added to the config.sqf to allow it to work with hopefully any mod).

Usability - Everything you have on your character is laid out in front of you in an organized fashion and can easily be changed.

Change Log:

v1.54 17/6/2015

- 1.53 was broken.

v1.53 17/6/2015

- Fixes some issues with ACE and Arma 3 1.46 update.

v1.52 9/4/2015

- Fixes insignias.

- Fixes various attachments not working (BIS doesn't use matching case, so the change below broke some attachments).

- Fixes whitelist (hopefully).

- Adds class specific blacklist/whitelist.

- Fixes some ammo issues from Marksmen DLC.

- Fixes Bipods.

v1.51 19/2/2015

- Fixes insignias.

- Fixes various attachments not working (BIS doesn't use matching case, so the change below broke some attachments).

- Fixes whitelist (hopefully).

- Adds class specific blacklist/whitelist.

v1.5 25/1/2015

- Uses new configProperties command for faster loading.

- Option to exclude all ammo that's not in any allowed guns. Makes for shorter blacklists and more performance because it's not loading unneeded magazines.

- Fixed save screen for lower resolutions.

- Side/faction specific whitelists should now work properly.

- Made indexs of items to search with the 'find' command instead of manually searching. Note that this makes compatible items case sensitive! If this causes problems with a lot of mods I'll work around it, but that will decrease performance.

v1.424 8/11/2014

- Fixed TFAR 0.97.

- Some fixed for RHS (shows ammo with scope=1 now).

v1.423 27/10/2014

- Fixed a bug where removing a weapon would effectively remove all weapons.

- Fixed the same bug as below but with the pistol/launcher.

- Performance improvement with large black lists.

v1.42 2/10/2014

- Fixed a bug with attachments that was causing the Gear Selector to stop working until the mission restarted, and causing weapon items to not always show when loading kits.

v1.41 16/9/2014

- Adds close button.

- Adds weight bar.

v1.4 8/9/2014

- Adds a delay for loading inventory items to ensure radios can be added even when inventory is full.

- Overhaul of some UI elements to make it look better.

- Adds settings to hide certain slots such as uniform and vest.

- Adds whitelist.

v1.3 1/9/2014

- New backend for managing inventory without constantly adding/removing items from characters. Much smoother feeling result and less risk of server lag.

- Adds support for ACRE2. Will automatically switch between TFAR radios and ACRE radios in loaded presets.

- New workarounds for TFAR radios.. should now always work as expected. Unique radio IDs will be kept unless radios are changed.

- Adds slots for Radio/GPS/Map/Compass/Watch.

v1.21 - 8/8/2014

- Change to the workaround for TFAR to make it assign your radios immediately after closing the gear selector.

- Fixes load on respawn only working when you open the gear selector.

- Fixes open.sqf not always working.

v1.2 - 31/7/2014

- Fixes some problems with TFAR. Radios that have been assigned an ID will not show in the gear selector. Radios will not be assigned an ID until 10 seconds after you close the gear selector.

- Adds delete button to preset save dialog.

- Adds the ability to use the gear selector on units other than the player ( [unit] execvm "asorgs\open.sqf" ).

- No longer loads blacklisted items.

- Adds optional workaround to make load on respawn sort of work with BTC revive (but players will get fully re-equipped when they die).

- Fixes IGUIBack compatibility issue with some scripts.

v1.1 - 16/7/2014

- Fixes compatibility with ASDG_JointRails. Setting in config for guns that don't support it properly.

- Adds option to use unit insignia as background (if the unit has one).

- Presets are now updated when saving (without closing/opening the menu).

- Adds option in config for players to automatically get their kits back when respawning. The last gear they had when they close the menu will be loaded if this option is turned on.

- Lets players choose/save/load their unit insignia (with an option to turn off this feature).

- Uses forceAddUniform to properly allow enemy/other teams' uniforms.

- Adds an extra 10 medical slots (now 20) to properly support XMedSys2 and any others with a lot of medical items.

- Changes the way helmets are loaded so they should always work.

- Fixes scrollbar on save screen.

- Adds side and faction specific blacklists.

Known Issues:

- Need to wait for TFAR to give you a squad backpack for it to show accurately.

- You get a random face in multiplayer thanks to the following Arma bug: http://feedback.arma3.com/view.php?id=15786 . Please vote up this bug.

Supported Languages:

- English

Credits/Thanks:

Lecks - Author

Tonic / VAS for insight in distinguishing between different item types.

ASOR for helping to iron out most of the bugs and problems.

Download v1.54

Edited by Lecks

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New version frontpaged on the Armaholic homepage.

================================================

We have also "connected" these pages to your account on Armaholic.

This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have.

When you have any questions already feel free to PM or email me!

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It might be too much, but a suggestion for features:

1. Allow player/leader to equip AI in his squad

2. Have a config where mission makers can limit the amount of equipment per item

Maybe allow only what is in the box?

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quiet_man: Thanks for the suggestions.

1. Allow player/leader to equip AI in his squad

This is already possible by passing the squad member to open.sqf ( squadmember1 execvm 'asorgs\open.sqf'). It's up to the mission maker to decide how/where they want to call it. Note that this feature is largely untested as I don't really play with AI squads.. if you find any problems with it then let me know.

2. Have a config where mission makers can limit the amount of equipment per item

Maybe allow only what is in the box?

Unfortunately this one would be pretty hard..I don't think I'll be able to implement it any time soon. The system is designed to replace your gear and will strip any items that aren't 'allowed'.

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Nice, finally update. Than I can update my Selector Box with the new scripts.
Yeah, sorry it's been a while.. I've been working on it a fair bit so hopefully it works smoother and looks nicer than before.

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Just wanted to say, a big thank you for this system. Its makes gear selection so much easier.

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BIG thank you, much more convenient than VAS.

Also, can you make and maintain a mod version from it? Shouldn't be difficult.

Edited by tortuosit

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Often times I'll get this script error when switching between saved loadouts. It doesn't occur all the time and the loadout seems to function correctly, but I'm still trying to find what's causing _class to be undefined.

Error in expression <xitWith {false;};

if(_useFullLists && {_class in ASORGS_Blacklist}) exitWith { >
 Error position: <_class in ASORGS_Blacklist}) exitWith { >
 Error Undefined variable in expression: _class
File ...\scripts\ASORGS\functions\fn_IsAllowed.sqf, line 10

Error in expression < && {(count ASORGS_Whitelist > 0) && (!(_class in ASORGS_Whitelist))}) exitWith >
 Error position: <_class in ASORGS_Whitelist))}) exitWith >
 Error Undefined variable in expression: _class
File ...\scripts\ASORGS\functions\fn_IsAllowed.sqf, line 14

Error in expression <_RuntimeWhitelist };
_result = true;
if(_class == "") exitWith {false;};

if(_us>
 Error position: <_class == "") exitWith {false;};

if(_us>
 Error Undefined variable in expression: _class
File ...\scripts\ASORGS\functions\fn_IsAllowed.sqf, line 8

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quiet_man: Thanks for the suggestions.

This is already possible by passing the squad member to open.sqf ( squadmember1 execvm 'asorgs\open.sqf'). It's up to the mission maker to decide how/where they want to call it. Note that this feature is largely untested as I don't really play with AI squads.. if you find any problems with it then let me know.

ah, now I got it. I though of something more simple like a "next guy" button on the menu. Still thx.

Unfortunately this one would be pretty hard..I don't think I'll be able to implement it any time soon. The system is designed to replace your gear and will strip any items that aren't 'allowed'.

ok, maybe at some long winter evening ;)

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SENSEII: I think this version may fix the error : http://mods.asor.com.au/ASORGS1.411.zip . Thanks for the report. I won't have time to test it properly and do a release for a couple of weeks.

The problem is/was with attachments. I'm using attachments set [2, class] to set the scope, but sometimes the attachments is an empty array [], so that makes 0 and 1 = null.

Edited by Lecks

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Little Problem with BW Mod.

The Main Scope for the G36 is the ZO 4x30 but you can mount plugins to it. NSV 600 or IRV 600 and for Lunchers NSV 80 and NSA 80.

But i only have only one Slot for this. "Spare Attach".

Is it possible to give us one or two "Spare Attach" Slots more.

By the way,

correction.... after i select a scope, the Gear selector stucks.

Sry, for Bad english.

Edited by Faithnall

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Faithnall: The problem with the gear selector getting stuck is (I hope) fixed in this version: http://mods.asor.com.au/ASORGS1.411.zip . I will have a look at BW Mod sometime next week. If any scopes can be put on a gun, they should show under Scopes just under the gun. If they're not, BW Mod must be doing something different to other mods, so I'll have to check it out. You should be able to have up to 5 spare attachments, I think this is enough? Maybe the gear selector already stopped working when you chose it?

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Hey Lecks,

loving your gear selector. Sometimes having lockups though where I can't select anything anymore until I restart the whole mission.

MTl7aGu.jpg

Maybe this helps out in any way. All I have for now.

Cheers

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Thanks for informing us of the updated version :cool:

New version frontpaged on the Armaholic homepage.

================================================

We have also "connected" these pages to your account on Armaholic.

This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have.

When you have any questions already feel free to PM or email me!

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Grate script! You must spend days on this. :notworthy:

I have one question.

What happen when player with selected gear in middlegame will quit server (timeout or some other connection problems) and then come back to server after few minutes.

Is gear is saved to unit or it will be reset?

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@Sushi: It will be reset unless they open/close the Gear Selector. I hadn't thought of this to be honest.. not sure if there's a way to check for re connections like that. With our ops if you reconnect you spawn at the base, so it's not really an issue.

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