iceman77 18 Posted October 7, 2014 (edited) For on the fly rearming out in the field or at base !!! ====================== Download: ====================== ====================== Author: ====================== Iceman77 ====================== DESCRIPTION : ====================== - Simple rearming UI that provides quick and efficient rearming - Displays useful ammunition based on your current weapons - Displays misc ammunition such as hand grenades, mines, smoke, chem lights etc ====================== RECOMMENDED USAGE: ====================== - Out in the field when you need to rearm quickly ====================== INSTALLATION : ====================== - Extract / Merge the contents of the VRH mission folder into yours. The action to use VRH will automatically become available to the player when he or she interacts with any sort of crate. ====================== CHANGELOG: ====================== v1.0a - release v1.1a - Added grenades, chemlights and mines v1.2a - - Changed control type for the header - Removed un-needed controls - removed msg toggle feature / function ( Is it really needed ?? ) - Optimized and cleaned up code Edited November 3, 2014 by Iceman77 Share this post Link to post Share on other sites
dreadedentity 278 Posted October 8, 2014 Great work, love your GUI's! Share this post Link to post Share on other sites
iceman77 18 Posted October 8, 2014 Thanks. If anything maybe it can serve as example usage of LBs, buttons, active text, and progress bars. ---------- Post added at 21:04 ---------- Previous post was at 20:05 ---------- Meh. Added hand grenades, chemlights, mines and smoke grenades to the list I suppose. Cheers. Share this post Link to post Share on other sites
Guest Posted October 9, 2014 Release frontpaged on the Armaholic homepage. Virtual Rearming Hub v1.1a ================================================ 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! Share this post Link to post Share on other sites
tryteyker 28 Posted October 9, 2014 Finally done with it? :P Looking good as always though! Share this post Link to post Share on other sites
dr@gon 118 Posted October 9, 2014 This is great, no more getting shot sorting through an impossible variety of weapons and ammo. I will have to try it next time I have some time to play Arma. One question though, can you over ride this optiona at a crate if you do decide to completely change out your weapons? Share this post Link to post Share on other sites
SavageCDN 231 Posted October 9, 2014 Oh nice thanks for releasing this!! Share this post Link to post Share on other sites
iceman77 18 Posted October 9, 2014 Thanks guys. This is great, no more getting shot sorting through an impossible variety of weapons and ammo.I will have to try it next time I have some time to play Arma. One question though, can you over ride this optiona at a crate if you do decide to completely change out your weapons? Yes you can still use the crates as usual. Share this post Link to post Share on other sites
avibird 1 153 Posted October 10, 2014 Hey Iceman 77 I play a lot of combine armor mission could you do something like this for armor units including the AI. it is a real pain in the ass to get my armor platoon to rearm during a following a big battle. Avibird Share this post Link to post Share on other sites
iceman77 18 Posted October 19, 2014 Updated: v1.2a - - Changed control type for the header - Removed un-needed controls - removed msg toggle feature / function ( Is it really needed ?? ) - Optimized and cleaned up code Share this post Link to post Share on other sites
Guest Posted October 19, 2014 Release frontpaged on the Armaholic homepage. Virtual Rearming Hub v1.2a ================================================ 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! Share this post Link to post Share on other sites
callmesarge 7 Posted October 20, 2014 Hey Iceman, I like your work :) Is it feasible to have the Virtual Rearming Hub be accessible from certain vehicles? I am using your Light Vehicle Respawn script on MHQ units in my mission. I have recently removed VAS (replaced it with Zenophon's loadout system from his Co-op Mission Framework). Would be real cool to have this function on the MHQs as well. Share this post Link to post Share on other sites
iceman77 18 Posted October 21, 2014 (edited) Yeah it's feasible. Go into the fn_varsInit.sqf and replace the action's condition. "cursorTarget isKindOf 'ReammoBox_F' && { _target distance cursorTarget <= 5 }" With "_target in (crew myVeh)" Or "( vehicle _target ) != _target" OR "cursorTarget isKindOf 'Ammo_truck_thingy' && { _target distance cursorTarget <= 5 }" If those don't suffice let me know exactly what you want. Note: If you're any mood for testing, and wanna check out a weapons UI, give DLS Rearmed a go for a mission or two. It's in my signature. Cheers. Edited October 21, 2014 by Iceman77 Share this post Link to post Share on other sites
callmesarge 7 Posted October 27, 2014 Thanks Iceman - I had a ply but struggled to get it to work the way I would like it to - mostly due to my coding inexperience. My MHQ units are (in a stroke or originality) called MHQ1, MHQ2 and MHQ3. Using cursorTarget isKindOf 'Ammo_truck_thingy' && { _target distance cursorTarget <= 5 }" I could get one MHQ to have the VRH - but how would I best get all 3 to have it? I tried duplicating that line 3 times, and then tried duplicating the whole "block" three times, but neither seemed to work - any advice would be appreciated. Share this post Link to post Share on other sites
iceman77 18 Posted October 27, 2014 Try one of these. Outside "cursorTarget in [MHQ1,MHQ2,MHQ3] && {_target distance cursorTarget <= 5} " If the vehicle the player is in is MHQ1,MHQ2,MHQ3 "( vehicle _target ) in [MHQ1,MHQ2,MHQ3]" If the player's vehicle is of a given type "typeOf (vehicle _target) in ['classname1','clasname2']" Share this post Link to post Share on other sites
mosh 0 Posted January 25, 2015 Note: If you're any mood for testing, and wanna check out a weapons UI, give DLS Rearmed a go for a mission or two. It's in my signature. Cheers. I've been trying to merge DLSR, VRH, and VSys into one mission and keep getting conflict errors. I've been able to merge other scripts with errors like this in the past by combing things into a new .hpp file. I can get one of three (any, doesn't matter which one) working in my description.ext filled with other scripts, but for some reason no matter what I try I can't get these to work together. I really want to use all 3 scripts in same mission. I'm sure it's something easy I'm overlooking. The above error is just from VRH and VSys. I can't even get two of them to work together, much less all three. That error was with just the following in description.ext. #include "VSYS\resources\defines.hpp" #include "VRH\resources\defines.hpp" class CfgFunctions { #include "VSYS\functions\functions.hpp" #include "VRH\functions\functions.hpp" }; Here is part of my description.ext in working form... it all works as long as I only use one of your three scripts. I know it's lot of stuff in there, but I like to test things... :) #include "VVS\menu.h"#include "VAS\menu.hpp" #include "gvs\colors_include.hpp" #include "gvs\control_include.hpp" #include "gvs\stc_include.hpp" #include "=BTC=_q_revive\dlg.h" #include "BRS\defines.hpp" #include "BRS\dialogs.hpp" #include "bon_recruit_units\dialog\common.hpp" #include "bon_recruit_units\dialog\recruitment.hpp" #include "ASORGS\menu.hpp" //#include "DLSR\DIALOG\defines_GLOBAL.hpp" #include "VRH\resources\defines.hpp" //#include "VSYS\resources\defines.hpp" #include "CHVD\dialog.hpp" // Control types #define CT_STATIC 0 #define CT_MAP_MAIN 101 // Static styles #define ST_CENTER 0x02 #define ST_PICTURE 0x30 class RscTitles { #include "UI\defines.hpp" #include "gvs\_new.hpp" #include "scripts\NameTags.hpp" }; class CfgFunctions { #include "VVS\Functions.h" #include "VAS\cfgfunctions.hpp" //#include "taw_vd\CfgFunctions.hpp" #include "LVR\functions\functions.hpp" #include "SBGF\cfgfunctions.hpp" #include "ASORGS\cfgfunctions.hpp" //#include "DLSR\functions\functions.hpp" //#include "VSYS\functions\functions.hpp" #include "VRH\functions\functions.hpp" #include "CHVD\CfgFunctions.hpp" }; class CfgIdentities { #include "Mosh_scripts\players.hpp" }; Thanks for all your very useful scripts. Light Vehicle Respawn Script is my favorite script in Arma 3. Share this post Link to post Share on other sites