runforrest 10 Posted July 3, 2015 Hi, does anyone know where virtual arsenal saves the loadouts on the harddrive? I want to edit them manually with notepad to get rid of taskforce radios that have written themselfs into the loadouts. Thanks in advance Share this post Link to post Share on other sites
Jackal326 1181 Posted July 3, 2015 I beleive its in the 'PROFILE.vars.Arma3Profile' within 'C:\Users\USERNAME\Documents\Arma 3 - Other Profiles\PROFILENAME' however, good luck manually editing them as the file is not easily read in notepad... 1 Share this post Link to post Share on other sites
Greenfist 1863 Posted July 3, 2015 You can try (with your own risk) reading the profile variable by executing this in the console: copytoclipboard str (profilenamespace getvariable ["bis_fnc_saveInventory_data",[]]) The arsenal loadouts are copied to clipboard. Then paste it to notepad, remove the radio items and: profilenamespace setvariable ["bis_fnc_saveInventory_data",X] where X is the whole text you edited. I haven't actually tried this myself, so you might want to make a backup of the file Jackal mentioned, in case something goes wrong. 1 Share this post Link to post Share on other sites
Joe98 92 Posted July 3, 2015 It saves it to the Clipboard in Windows From within the Virtual Arsenal Select Export Then open Word or Notepad and select Paste Alternativly, open the editor place a soldier on the map, and in his init select Control V (which means Paste). ---------- Post added at 09:44 AM ---------- Previous post was at 09:41 AM ---------- . . . comment "Exported from Arsenal by Jo98"; comment "Remove existing items"; removeAllWeapons this; removeAllItems this; removeAllAssignedItems this; removeUniform this; removeVest this; removeBackpack this; removeHeadgear this; removeGoggles this; comment "Add containers"; this forceAddUniform "U_O_OfficerUniform_ocamo"; for "_i" from 1 to 6 do {this addItemToUniform "20Rnd_556x45_UW_mag";}; this addVest "V_TacVest_khk"; for "_i" from 1 to 10 do {this addItemToVest "HandGrenade";}; this addHeadgear "H_HelmetB_desert"; comment "Add weapons"; this addWeapon "arifle_SDAR_F"; comment "Add items"; this linkItem "ItemMap"; this linkItem "ItemCompass"; this linkItem "ItemWatch"; this linkItem "ItemRadio"; this linkItem "ItemGPS"; comment "Set identity"; this setFace "GreekHead_A3_01"; this setSpeaker "Male01PER"; Share this post Link to post Share on other sites
runforrest 10 Posted July 6, 2015 Thanks for the replys guys, should help me a bit. @Joe98 i already knew that but i thought there might be some faster/easier way to do it. You might add if (!local this) exitWith {}; before removeAllWeapons this; for JIP compatibility (if u dont do that u will get all that gear again as soon as a player joins the mission after missionstart - typical Bohemia-NOTactive FAIL to not have that by default) Share this post Link to post Share on other sites
R3vo 2654 Posted July 6, 2015 You might add if (!local this) exitWith {}; before removeAllWeapons this; for JIP compatibility (if u dont do that u will get all that gear again as soon as a player joins the mission after missionstart - typical Bohemia-NOTactive FAIL to not have that by default) That's interesting, I always thought code from the init of a unit get's only executed locally for the unit. Actually that is what one would expect, isn't it? Share this post Link to post Share on other sites
runforrest 10 Posted July 6, 2015 I have no clue, a m8 found that in another mission. I just know if i dont use that, when a player joins the mission after missionstart, all players will get the whole loadout again that was defined in the initfield of their unit via export from the arsenal. Share this post Link to post Share on other sites
jeza 5416 Posted July 6, 2015 Hey forrest, this is a snip of what I used in too add all through a loadout sqf which I had pasted via arsenal: if (!isNil "p1" && {local p1}) then { removeAllWeapons p1; removeAllItems p1; removeAllAssignedItems p1; removeUniform p1; removeVest p1; removeBackpack p1; removeHeadgear p1; removeGoggles p1; p1 forceAddUniform "TRYK_U_B_PCUHsW4"; p1 addItemToUniform "FirstAidKit"; p1 addItemToUniform "rhsusf_ANPVS_14"; p1 addItemToUniform "rhsusf_patrolcap_ucp"; p1 addItemToUniform "Chemlight_red"; p1 addVest "TRYK_V_ArmorVest_Winter"; p1 addItemToVest "FirstAidKit"; p1 addItemToVest "rhs_mag_m67"; for "_i" from 1 to 6 do {p1 addItemToVest "rhs_mag_30Rnd_556x45_Mk318_Stanag";}; for "_i" from 1 to 4 do {p1 addItemToVest "1Rnd_HE_Grenade_shell";}; for "_i" from 1 to 5 do {p1 addItemToVest "UGL_FlareRed_F";}; for "_i" from 1 to 3 do {p1 addItemToVest "MiniGrenade";}; p1 addBackpack "TRYK_B_Coyotebackpack_WH"; for "_i" from 1 to 5 do {p1 addItemToBackpack "FirstAidKit";}; for "_i" from 1 to 3 do {p1 addItemToBackpack "rhs_mag_30Rnd_556x45_Mk318_Stanag";}; for "_i" from 1 to 4 do {p1 addItemToBackpack "DemoCharge_Remote_Mag";}; p1 addHeadgear "TRYK_H_Helmet_Winter_2"; p1 addGoggles "TRYK_US_ESS_Glasses_WH"; p1 addWeapon "rhs_weap_m4_m203"; p1 addPrimaryWeaponItem "rhsusf_acc_nt4_black"; p1 addPrimaryWeaponItem "rhsusf_acc_anpeq15side"; p1 addPrimaryWeaponItem "rhsusf_acc_compm4"; p1 addWeapon "Binocular"; p1 linkItem "ItemMap"; p1 linkItem "ItemCompass"; p1 linkItem "ItemWatch"; p1 linkItem "ItemRadio"; p1 linkItem "TRYK_G_bala_wh_NV"; }; Ect ect for player 2,3 Share this post Link to post Share on other sites