johnny-o-rama 34 Posted January 5, 2015 awesome! happy new year :) Share this post Link to post Share on other sites
ruff 102 Posted January 26, 2015 any updates on this mod? Share this post Link to post Share on other sites
serjames 357 Posted January 26, 2015 There are some improvements inbound... Wait out :) Share this post Link to post Share on other sites
Jackal326 1181 Posted January 26, 2015 (edited) Is it intentional that once a non-white listed item is loaded (or attempted to load), that the rest of your equipment isn't loaded (I basically ended up with my uniform, vest, backpack, headgear, rifle (loaded), and nothing else because my glasses weren't white-listed). Vest, uniform and backpack were all completely empty, and should have been almost full with magazines, CSE bandages, smoke grenades etc. Edited January 26, 2015 by Jackal326 Share this post Link to post Share on other sites
galzohar 31 Posted January 30, 2015 Speaking of Arsenal fixes, do you have any idea why the armor, impact, etc values shown in the arsenal have nothing to do with their in-game performance? For example, vermin shows very low "impact" value compared to mk20, but it actually does pretty much the same damage. Also "light" bluefor plate carrier shows lowest armor value, but it is actually the same as the other ones, while green army "GL" vest shows high armor value yet it is weaker than the other green army plate carriers. Any idea what is the displayed "armor" and "impact" values and why are they completely unrealted to the actual damage dealt/mitigated? Share this post Link to post Share on other sites
Jackal326 1181 Posted January 30, 2015 Speaking of Arsenal fixes, do you have any idea why the armor, impact, etc values shown in the arsenal have nothing to do with their in-game performance? For example, vermin shows very low "impact" value compared to mk20, but it actually does pretty much the same damage. Also "light" bluefor plate carrier shows lowest armor value, but it is actually the same as the other ones, while green army "GL" vest shows high armor value yet it is weaker than the other green army plate carriers.Any idea what is the displayed "armor" and "impact" values and why are they completely unrealted to the actual damage dealt/mitigated? I think the "impact" is in relation to the muzzle velocity of the rounds (not the same as their range), but could be wrong. As to the GL vest saying it provides more armour, according to its config it actually does: GL vest = armor = 100; Other Indep vests = armor = 20 (or 30); Share this post Link to post Share on other sites
ImperialAlex 72 Posted February 3, 2015 Is it intentional that once a non-white listed item is loaded (or attempted to load), that the rest of your equipment isn't loaded (I basically ended up with my uniform, vest, backpack, headgear, rifle (loaded), and nothing else because my glasses weren't white-listed). Vest, uniform and backpack were all completely empty, and should have been almost full with magazines, CSE bandages, smoke grenades etc. No, that's definitively not intentional! Annoyingly I'm still having similar issues in the current development version of the mod, which is why it's been delayed in a way that would make Duke Nukem proud ;) ---------- Post added at 09:04 ---------- Previous post was at 09:00 ---------- Speaking of Arsenal fixes, do you have any idea why the armor, impact, etc values shown in the arsenal have nothing to do with their in-game performance? For example, vermin shows very low "impact" value compared to mk20, but it actually does pretty much the same damage. Also "light" bluefor plate carrier shows lowest armor value, but it is actually the same as the other ones, while green army "GL" vest shows high armor value yet it is weaker than the other green army plate carriers.Any idea what is the displayed "armor" and "impact" values and why are they completely unrealted to the actual damage dealt/mitigated? I only had time for a very quick look at the new 1.38 arsenal, the "fixed" arsenal is currently still based on the 1.36 code base (for the development version that is, the last PWS release is still 1.34). I think I'll need to find a better way of back-porting changes from vanilla now that I've changed so much (again, in the dev version). If you're interested in seeing what I'm working on, you can check out https://github.com/ImperialAlex/XLA_FixedArsenal Share this post Link to post Share on other sites
galzohar 31 Posted February 3, 2015 I figured out the armor fiasco, quick summary in case anyone is interested why their armor values are not representative of survival capability: Apparently, there is another value, "passthrough", which tells the game how much damage is passed from the "body" hit to the whole soldier. High passthrough value makes armor useless, since while your "body" takes low damage your "overall" would take high damage and you will die anyway. The damage passed via the "passthrough" parameter is completely ignoring the "armor" value. Low "passthrough" value will mean your "overall" takes little damage, but your body still takes damage that you won't see with the damage command, and that amount does depend on your armor. As "passthrough" value is not displayed on the arsenal, you can get inconsistent performance for armor - High armor can still be horrible and rather low levels of armor can still be a lot more effective than they seem. I am actually working on a script that would make "passthrough" value irrelevant, so that armor values can be tweaked for realistic level of armor protection and overall damage. Share this post Link to post Share on other sites
ruff 102 Posted February 3, 2015 yup that's why every plate carrier i get i have to depbo them and change the passthrough parameter- only "massi" gets it right with his addons Share this post Link to post Share on other sites
ImperialAlex 72 Posted March 11, 2015 I've finally gotten around to finishing the next version. Not all planned features have made it in, but I've updated it to be @ASDG compatible, include updates to the arsenal made in 1.38/1.40 and generally cleaned up the codebase. This now also has "side" and "blacklisting". Standby for documentation on how to use these (or explore the included sample mission). Download for v2.0.0 (I've also switched to proper semantic visioning so this is version 2.0.0 since it's not backwards compatible with v1.4 and earlier) Share this post Link to post Share on other sites
Guest Posted March 12, 2015 Release frontpaged on the Armaholic homepage. XLA FixedArsenal v2.0.0 ================================================ 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
ruff 102 Posted March 12, 2015 I've finally gotten around to finishing the next version. Not all planned features have made it in, but I've updated it to be @ASDG compatible, include updates to the arsenal made in 1.38/1.40 and generally cleaned up the codebase.This now also has "side" and "blacklisting". Standby for documentation on how to use these (or explore the included sample mission). Download for v2.0.0 (I've also switched to proper semantic visioning so this is version 2.0.0 since it's not backwards compatible with v1.4 and earlier) it doesnt seem to work for me Share this post Link to post Share on other sites
ImperialAlex 72 Posted March 12, 2015 it doesnt seem to work for me That's very little to go on ;) What doesn't work? Remember: This isn't one of these "arsenal everywhere" mods, this is simply the vanilla arsenal with some changes made to it. Check out the included Showcase mission to see what it does. (Play -> Showcase -> XLA | Arsenal Showcase). You can see partial loading in effect when you go to one of the crates and use the action-menu entry that says "Open Armoury". Simply try to load an outfit that contains OPFOR items from the "BLUFOR && FRIENDLY" crate. You can tell whether you're running vanilla (bis_fnc_arsenal) or my arsenal (xla_fnc_arsenal) by the absence/presence of a "weight" progress bar at the top of the arsenal. (It shows the units total weight) Share this post Link to post Share on other sites
ruff 102 Posted March 12, 2015 Sorry I meant that in VA it doesn't allow you to load grey listed items anymore like it used to before. Since the 1.38 update it didn't work anymore which is BIS fault Share this post Link to post Share on other sites
ImperialAlex 72 Posted March 12, 2015 Sorry I meant that in VA it doesn't allow you to load grey listed items anymore like it used to before. Since the 1.38 update it didn't work anymore which is BIS fault Afaik the vanilla VA never allowed loading "greyed out" loadouts. Either 100% of a loadout is whitelisted or it can't be loaded at all. In previous versions of this mod the bis_fnc_arsenal function was overriden with a function that allowed "partial loading". In v2 and following versions I'm leaving the vanilla function alone and instead added an xla_fnc_arsenal function. Maybe you need to switch your code from bis_fnc_arsenal and bis_fnc_addVirtual[...]Cargo to xla_fnc_arsenal and xla_fnc_addVirtual[...]Cargo :) Share this post Link to post Share on other sites
boombastic 17 Posted March 12, 2015 Thank you for this addon ! Maybe you can also fix problem with weapons that have GL (Grenade Launchers) - before i save loadout i put grenade inside GL weapon and it ready to fire, but when i load the same loadout, GL is have no greandes inside, so i need to reload it ! The same problem with battery for Laser Designator - when loadout saved it is inside, but when it loaded it's empty :( Share this post Link to post Share on other sites
ImperialAlex 72 Posted March 12, 2015 Thank you for this addon !Maybe you can also fix problem with weapons that have GL (Grenade Launchers) - before i save loadout i put grenade inside GL weapon and it ready to fire, but when i load the same loadout, GL is have no greandes inside, so i need to reload it ! The same problem with battery for Laser Designator - when loadout saved it is inside, but when it loaded it's empty :( Mh, I will have a look at that. Loading magazines into things seems to be a bit fragile anyway. E.g. if you don't have any containers (uniform/vest/backpack) and grab a gun, it sometimes won't give you a magazine in your gun. And launchers will sometimes not give you loaded rounds either... I'll try to look at your issues and the ones I noticed for the next release :) Share this post Link to post Share on other sites
R-o-x 11 Posted March 12, 2015 Hello, Ty for your mod. Everything is working accept Pistol Attachments and Goggles, they just are not showing up at all. I made a custom script. I think i did everything right. https://www.dropbox.com/s/qfc4kb52wyk4ls1/VA_2MEF.zip?dl=0 Share this post Link to post Share on other sites
onkeldismaster 10 Posted March 12, 2015 Hello, Ty for your mod. Everything is working accept Pistol Attachments and Goggles, they just are not showing up at all. I made a custom script. I think i did everything right.https://www.dropbox.com/s/qfc4kb52wyk4ls1/VA_2MEF.zip?dl=0 Thanks for this R-o-x! I think the issue is with RH Pistols, because arsenal shows the handgun attachments in case of the 4-five (the MRD scope and the suppressor). Maybe its related to the fact, that the attachments of RH Pistols lack of "scopeArsenal = 2;", which would make them usable via Virtual Arsenal. I´ll try messing around a bit with this ;) Share this post Link to post Share on other sites
ImperialAlex 72 Posted March 12, 2015 Hello, Ty for your mod. Everything is working accept Pistol Attachments and Goggles, they just are not showing up at all. I made a custom script. I think i did everything right.https://www.dropbox.com/s/qfc4kb52wyk4ls1/VA_2MEF.zip?dl=0 That's a neat script setup! Very nice use of "Preload"! One question: Why do you do the removeVirtual...Cargo? I don't think there are any ammoboxes that have virtual arsenal on it by default. If you want to remove the actual "inventory" items from a crate you should use the non-"Virtual" remove commands :) Concerning the pistol attachment issue: Thanks for this R-o-x! I think the issue is with RH Pistols, because arsenal shows the handgun attachments in case of the 4-five (the MRD scope and the suppressor). Maybe its related to the fact, that the attachments of RH Pistols lack of "scopeArsenal = 2;", which would make them usable via Virtual Arsenal. I´ll try messing around a bit with this ;) This is odd. My mod still has the "old" behaviour where "scope" is tested if "scopeArsenal" isn't present so they *should* show up... I've tested RH pistol pack + vanilla "unrestricted" arsenal and the attachments do show there. I've also tested RH pistol pack + my arsenal (unrestricted) and the attachments still show up. So I'm pretty sure this is a real bug -- I'm currently hunting it down ;) EDIT:@PlayWithSix: I see someone has obviously noticed the update since my mod's PwS page now has a "readme" page which contains text that I only wrote two days ago...however the mod itself is still on the old (v1.4, November 2014) version. :( ---------- Post added at 17:12 ---------- Previous post was at 16:35 ---------- Found the bugs: 1.) Goggles: I forgot that Goggles live in "CfgGoggles". My condition just went "Can't find _item in CfgWeapons/CfgMagazines/CfgVehicles" and decided it didn't exist. Already fixed in dev. (As simple as adding "CfgGoogles" into my array of cfg's to check). 2.) Attachments: It looks like there's something weird going on with case sensitivity. The M9 flashlight will always turn up as "RH_x300" but no matter how I capitalize the entry in the addVirtualItemCargo command it will always add "RH_X300" to the whitelist. The solution is obvious: Case insensitive conditions. This will probably take me a minute or two to make sure I don't screw up anything else by accident :) Thanks for reporting these bugs, keep the bug reports (and feature requests) coming :) Share this post Link to post Share on other sites
onkeldismaster 10 Posted March 12, 2015 (edited) This is odd. My mod still has the "old" behaviour where "scope" is tested if "scopeArsenal" isn't present so they *should* show up...I've tested RH pistol pack + vanilla "unrestricted" arsenal and the attachments do show there. I've also tested RH pistol pack + my arsenal (unrestricted) and the attachments still show up. So I'm pretty sure this is a real bug -- I'm currently hunting it down Nice, I´ve already tried to define the RH Attachments in CfgPatches and i have set scopeArsenal Edited March 12, 2015 by OnkelDisMaster Share this post Link to post Share on other sites
galzohar 31 Posted March 12, 2015 I couldn't find a proper way to use a script to check for loaded grenade in UGL. Maybe that's related to the loadout saving issue when having a grenade loaded - The game simply doesn't have a scripting command BIS/Alex can use to save the grenade loaded in the UGL. Unless I am missing something (in which case, please let me know how to check for loaded grenade!). Share this post Link to post Share on other sites
ImperialAlex 72 Posted March 12, 2015 NEW VERSION: 2.0.1 (HOTFIX for CfgGlasses + conditions now case-IN-sensitive). Download from here: https://github.com/ImperialAlex/XLA_FixedArsenal/releases/download/v2.0.1/XLA_FixedArsenal_v2.0.1.zip ---------- Post added at 17:42 ---------- Previous post was at 17:39 ---------- I couldn't find a proper way to use a script to check for loaded grenade in UGL. Maybe that's related to the loadout saving issue when having a grenade loaded - The game simply doesn't have a scripting command BIS/Alex can use to save the grenade loaded in the UGL. Unless I am missing something (in which case, please let me know how to check for loaded grenade!). Sadly this might be true. What happens when you addMagazine a UGL round? Something that I know for sure can't currently be done is saving a weapon with custom attachments into a container (i.e. putting a gun with custom attachments into a backpack and then saving/loading it via the arsenal). The gun will be there but it won't have its attachments -- there are simply no commands to attach WeaponItems to weapons in containers and the workaround (putWeapon action) crashes the game... ^^ Share this post Link to post Share on other sites
kecharles28 197 Posted March 12, 2015 Updated mod v2.0.0 available at withSIX. Download now by clicking: Share this post Link to post Share on other sites
ImperialAlex 72 Posted March 12, 2015 (edited) Updated mod v2.0.0 available at withSIX. Download now by clicking: https://withsix-usercontent-cdn.withsix.com/mod/9e9ce046-86ae-45da-ad24-788cfe170d5b/logos/banner-420x120.png Thanks. Could you quickly update it to v2.0.2 (hotfix2), too? :) https://github.com/ImperialAlex/XLA_FixedArsenal/releases/download/v2.0.2/XLA_FixedArsenal_v2.0.2.zip Edited March 12, 2015 by ImperialAlex Share this post Link to post Share on other sites