S.Crowe 142 Posted September 21, 2016 Update inbound (before Friday): Fixes: Mission loadouts will now work (before they were getting nuked due to JIP) 1 Share this post Link to post Share on other sites
boombastic 17 Posted September 27, 2016 Hi, can you please upload Loadout Transfer Extra - On All Ammo Boxes to Armaholic or Github or Google Drive ? I have problem to download from steam. Thank You ! Share this post Link to post Share on other sites
Tuskegee_99th 43 Posted September 28, 2016 I was just wondering if the script version, via github, is in sync with the mod version. In other words, supports all the same features as 2.1.1 of the mod version? Share this post Link to post Share on other sites
Bunnyhopps 2 Posted October 1, 2016 In other words, supports all the same features as 2.1.1 of the mod version? As I see, the script version from github is the same as the mod version. The Mod version is the scripts version packed to a pbo and propably called via an CBA XH. So it should be the same, yes. Share this post Link to post Share on other sites
JD Wang 352 Posted December 1, 2016 Is it possible to have different whitelists on the same crate dependant on roles? Eg if your medic goes to the crate all they see is the options for a medic, no sniper rifles etc, but if your sniper hits the same crate they will only see sniper gear. Or am I hoping against hope? Share this post Link to post Share on other sites
theopolus 69 Posted March 17, 2017 First off i'd like to say, nice work! My group thoroughly enjoys this script. One problem i've been having is while it works flawlessly client side, i've been having some problems with the load \ mission function on our dedicated server. put plainly, it doesn't show all of the loadouts - currently it's displaying 5 out of 9. i have units placed off to the side with the following in their init; [this, "Squad Leader"] call LT_fnc_registerMissionLoadout; as well, because i only want some admin functionality and just the mission loadouts i have to following on the backpack heap i'm using as a loadout point; [this, [false, true, false], true, false, false, true] call LT_fnc_addAction; in my description.ext file i have the required configs; //--- Mission Inclusions #include "LT\LTcommon.hpp" #include "LT\LTmenu.hpp" and //--- CfgFunctions class CfgFunctions{ #include "functions\cfgfunctions.hpp" #include "LT\cfgfunctions.hpp" }; and as i mentioned before, it works perfectly for all the loadouts in client side - on a dedicated server however, 4 of the 9 mission loadouts are not listed. any suggestions? Theopolus AKA JESTER at Battleboys ArmA Share this post Link to post Share on other sites
flexgrip 20 Posted July 8, 2017 Hey man, I'm seeing slightly similar issues on dedicated servers. So I can setup the mission loadouts and test them from multiplayer in the editor. They work great. However once I throw that mission onto our dedicated servers, people can see them all, but when they use them they are naked. Any ideas? Share this post Link to post Share on other sites
JoramD 3 Posted August 15, 2017 Hi, My unit has been using this script for a while now. We are having an issue blacklisting faces, voices and insignias. Is there any way to disable these? Share this post Link to post Share on other sites
quiet_man 8 Posted September 26, 2017 Would you mind extending it so you can transfere Loadouts to AI Teammates? Best would be if you could selelct multiple AI same time and equip them. Share this post Link to post Share on other sites
tark 10 Posted October 6, 2017 Discovered your addon and got my whole group to begin using it- and its been fantastic! Thank you for developing this! Our prep to mission time has dropped significantly. Something we were wondering about was if it was possible to enable the "Check Player" function for anyone to use. I know that's not the designed purpose of it, but we run a small number of people. Have you considered this before? If not, and you're not willing, that's fine. Its still a very useful addon. ? Share this post Link to post Share on other sites
Tuskegee_99th 43 Posted October 6, 2017 I very much wish this mod had a feature whereby, in missions (not made by me) which provide 'virtual arsenal' it could intercept that and provide only Loadout Transfer features. That way people wouldn't be tempted to screw around in the arsenal all day long prepping for a missions. And might provide some load out control as well to prevent 'everyone wants to be a sniper' or 'one man army' loadouts. Share this post Link to post Share on other sites
Tuskegee_99th 43 Posted January 30, 2019 Another question for anyone here... I'm using the script version of LT2 in a mission. When I or a member of my group attempts to load a mission saved loadout they end up completely empty, just in their skivvies. I've set the object init so that only loading mission loadouts is available. When I'm logged into the server (dedicated) as admin then sometimes it works for me but still, sometimes not. Any help would be appreciated. Thanks. Share this post Link to post Share on other sites