S.Crowe 142 Posted September 2, 2016 Intro Loadout Transfer 2 is better than 1, because 2 is bigger than 1. Also, I added a bunch of new features. If you have never heard of Loadout Transfer, it is an addon meant for mission makers that will allow players to not only transfer their loadouts to other players on the server, but will also allow players to load their loadouts, save their loadouts, edit the loadout order, and more. Loadout Transfer does all this by working within vanilla BI loadout storage (Arsenal). So if you get ride of the mod, your loadouts still exist. Features Load With LT, you can load all your Arsenal loadouts with an easy to access menu. This is quicker than going into the Arsenal, and is also quicker because there is no animation involved. Your loadout will be loaded almost instantly. What makes it even better, is that you can load loadouts that have missing items (due to mod changes) without any issue. As of version 2.0, you can load loadouts created by the mission maker (loadouts saved in the mission) and loadouts that are saved on the server. Transfer Transfer allows you to transfer any loadout you have saved in the Arsenal to any player on the server. Mission makers can change the distance required for a loadout to be transferred in the init.sqf. As of version 1.0, you can now transfer loadouts to AI players as long as they are either in your group or a classified as playable. Arsenal As of version 2.0, the arsenal can now be blacklisted and whitelisted. You now specify what each and every player can and cannot get through the arsenal. Manage Loadouts Manage Loadouts is a feature that lets you reorder your Arsenal loadouts, change the name of Arsenal loadouts, and edit Arsenal loadouts. Check Player *Admin Only* Admins will be able to load the gear of the any player in the server. This is a great way to check if a player is using equipment they are not suppose to have. Save Gear Save your current loadout to BI Arsenal format without going into the Arsenal Downloads: Addon Version: STEAM Script Version: Get it off github Source: Github Resources: Youtube Videos Documentation - This is a living document and will be updated over time. (Updated: 9/3/2016) Extra: If you want to have the Loadout Transfer Menu automatically on ALL ammo boxes and crates (like VAS), you need to download this extra addon: Loadout Transfer Extra - On All Ammo Boxes License As of version 2.0, and any later releases, Loadout Transfer is under the GNU General Public License v3 (GPL-3) license. Support Me If you want to support me its really easy, just subscribe to my youtube channel. Yeah that's it! It's free, and I'm about to populate my youtube channel with awesomeness. Do you want to miss awesomeness? NO! So subscribe now. Also, shout out to Blunts for his constant bug testing (aka letting me know when shit don't work). 7 Share this post Link to post Share on other sites
S.Crowe 142 Posted September 2, 2016 Reserved for videos Share this post Link to post Share on other sites
S.Crowe 142 Posted September 2, 2016 Reserved for more videos Share this post Link to post Share on other sites
kremator 1065 Posted September 2, 2016 Very nice 2.0 :) Share this post Link to post Share on other sites
S.Crowe 142 Posted September 2, 2016 Quick hotfix to fix issues with mission loadout enable/disable being mixed up with server loadout enable/disable. Oops! Share this post Link to post Share on other sites
S.Crowe 142 Posted September 3, 2016 Another quick fix to the function LT_fnc_lockLoadout Share this post Link to post Share on other sites
S.Crowe 142 Posted September 3, 2016 Documentation added. It is kinda rushed, and will be updated over time. If anyone has specific questions go ahead and post them in here. I am planning on adding some videos too. Documentation Share this post Link to post Share on other sites
bigpoppablunts 53 Posted September 3, 2016 Well done Crowe. Was a pleasure to help test it along the way. Share this post Link to post Share on other sites
S.Crowe 142 Posted September 3, 2016 Another hotfix. There will possibly be a few hotfixes coming. By hotfixes, I mean that I won't use a new key to sign the mod, so it will be an easy push to your server. Share this post Link to post Share on other sites
Guest Posted September 3, 2016 New version frontpaged on the Armaholic homepage. Loadout Transfer 2 v2.0.2 Share this post Link to post Share on other sites
Spoor 23 Posted September 3, 2016 Thanks for the new version - great job :wub: Share this post Link to post Share on other sites
S.Crowe 142 Posted September 3, 2016 Updated documentation to include Server Loadouts. Thanks miller89 for pointing out that it was missing. Share this post Link to post Share on other sites
S.Crowe 142 Posted September 3, 2016 Version 2.1 Big important bug fix which fixed blacklisting and whitelisting to not work. - Thanks to Blunts for recognizing the bug, Also fixed LT_fnc_arsenal For server owners, this update has a new key 1 Share this post Link to post Share on other sites
S.Crowe 142 Posted September 3, 2016 Added the extra addon: Loadout Transfer Extra - On All Ammo Boxes This is not required, and I strongly suggest you don't use it, but some people like it. Share this post Link to post Share on other sites
kustarnik4 10 Posted September 4, 2016 Always when i try to open LT menu as the mod and as the script Share this post Link to post Share on other sites
S.Crowe 142 Posted September 4, 2016 @kustarnik4 Very strange? Does this happen if your int the editor and click preview, and then try to access the menu. The reason I ask is I might have you send me your RPT file. I haven't had this error... so I am curious as to what is causing it. Do you know how to create and send an RPT file? If you don't I'll give you the steps. Share this post Link to post Share on other sites
kustarnik4 10 Posted September 6, 2016 Yeah, it was just 3d eden preview problem. But i found that when i click "LOAD" button, i see only my own virtual loadouts and the "[this, A, B, C, D, E] call LT_fnc_addAction;" parameters always identify and work as "[this] call LT_fnc_addAction;" , if use the latest version of script on Github. When i downloaded the first version of LT 2 everything worked correctly.Also i can't understand different between fn_addAction.sqf and fn_LTaction.sqf files. If in fn_LTaction.sqf add this "(_this select 3)" to "params" the "[this, A, B, C, D, E] call LT_fnc_addAction;" parameters will work. Share this post Link to post Share on other sites
Dexious 12 Posted September 8, 2016 (edited) Hello Crowe, Congratulations on the new release! I would like some help with the script version. I have a block of code that adds some Actions to players while near certain objects and then remove that actions when they get far away from that objects. See below. _idact_arsenal = -1; if ( (_fobdistance < _distredeploy || count _neararsenal != 0 || count _nearspawn != 0 || (player distance lhd) < 200) && alive player && vehicle player == player ) then { if (_idact_arsenal == -1) then { _idact_arsenal = player addAction ["<t color='#FFFF00'>" + localize "STR_ARSENAL_ACTION" + "</t> <img size='2' image='res\ui_arsenal.paa'/>","scripts\client\actions\open_arsenal.sqf","",-980,true,true,"","build_confirmed == 0"]; }; } else { if ( _idact_arsenal != -1 ) then { player removeAction _idact_arsenal; _idact_arsenal = -1; }; }; How can i make the script version work the same way? Will this work? _idact_LT = -1; if ( (_fobdistance < _distredeploy || count _neararsenal != 0 || count _nearspawn != 0 || (player distance lhd) < 200) && alive player && vehicle player == player ) then { if (_idact_LT == -1) then { _idact_LT = [player] call LT_fnc_addAction; }; } else { if ( _idact_LT != -1 ) then { player removeAction _idact_LT; _idact_LT = -1; }; }; Edit: The above did work. Edited September 12, 2016 by Dexious Share this post Link to post Share on other sites
DAGGER ARMANET 172 Posted September 9, 2016 Sorry if this has been posted. But i am now getting the following error when starting any mission or when starting arma No entry 'bin\config.bin/CfgPatches/lt_transfer.units'. Any thoughts ? Thanks for this amazing mod ! Share this post Link to post Share on other sites
Guest Posted September 9, 2016 New version frontpaged on the Armaholic homepage. Loadout Transfer 2 v2.1 Share this post Link to post Share on other sites
Bamse 223 Posted September 9, 2016 +1 on the No entry 'bin\config.bin/CfgPatches/lt_transfer.units'-error. Only vanilla and CBA loaded, new blank Stratis mission with one Rifleman, one supply box and the LT-menu module placed synced with box. Share this post Link to post Share on other sites
S.Crowe 142 Posted September 10, 2016 Hotfix for the unit error... no key update. Version 2.1.1 Here is knowledge bomb for you all. That error is harmless. It is because the mod author forgot to put a list of units in the config.cpp file. Even though a mod does not contain units, it still must have a list units[] ={}.... stupid, kinda lol 2 Share this post Link to post Share on other sites
S.Crowe 142 Posted September 13, 2016 I think I fixed the issue with mission loadouts being erased due to JIP. Here is a test mission (using the script version) if anyone wants to test it out: https://1drv.ms/u/s!AkcZtb7uyquNgsNiN8ji-cM6Td1DXw Share this post Link to post Share on other sites
Guest Posted September 14, 2016 New version frontpaged on the Armaholic homepage. Loadout Transfer 2 v2.1.1 Share this post Link to post Share on other sites
S.Crowe 142 Posted September 15, 2016 I fixed the mission issue. :D I will be updating the mod version soon. 1 Share this post Link to post Share on other sites