clements 11 Posted May 22, 2017 Hello, My group and I have been working on retexuring unifroms and vehicles within Arma 3, making our own Addon out of what we re-texture. We do alot of Co-Op missions and would like to add the ability to have our Prowler (which we have designted as our recon vehicle) have virtual arsenal on it. I know that placing it down in the editor and using the //* this addaction ["Open Virtual Arsenal", { ["Open",true] call BIS_fnc_arsenal; }]; *// in the init will work. However we are trying to have this option available straight out of our addon, so that when we spawn the vehicle into a mission it is already loaded with Arsenal. We have been searching high and low all day on anyway to make this possible. Any help will be greatly appreciated. Share this post Link to post Share on other sites
Whitefame 16 Posted May 22, 2017 You could try and use class Useractions in the veh config.....so something like this mayby: class UserActions { class openarsenal { userActionID = 60; displayName = "Open Virtual Arsenal"; displayNameDefault = "Open Virtual Arsena"; textToolTip = "Open Virtual Arsenal"; position = "point"; //some memorypoint on the vehicle radius = 6; priority = 2; onlyForPlayer = 0; condition = "(alive this)"; statement = "["Open",true ] spawn BIS_fnc_arsenal;"; }; }; Share this post Link to post Share on other sites
Midnighters 152 Posted May 22, 2017 make sure also that the requiredAddons[]={}; field references the pbo in which contains the prowler, so in that it makes a dependency and you can reference it in a config. 1 Share this post Link to post Share on other sites
clements 11 Posted May 22, 2017 Thank you all for the help, I will try this when i get home from work later and let you know if it has worked. Again, thank you. 1 Share this post Link to post Share on other sites
clements 11 Posted May 23, 2017 Ok so we tried to make this work on our prowler to no avail. This is the error that we continue to get --> And this is the bit of code we have setup to run our texture, which we are trying to implement the code for Arsenal --> class ThirtyTwo_LSV_Armed : LSV_01_armed_base_F { _generalMacro = "LSV_01_armed_base_F"; scope = "2"; scopeCurator = "2"; scopeArsenal = "2"; forceInGarage = "1"; author = "Thirty Two"; dlc = "Thirty_Two"; displayName = "32 Prowler LSV (Armed)"; side = "1"; faction = "Thirty_Two"; crew = "B_Soldier_F"; typicalCargo[] = {"B_Soldier_F"}; preferRoads = "true"; editorSubcategory = "EdSubcat_Cars"; editorPreview = "Thirty_Two\Data\EditorPreviews\ThirtyTwo_Hunter_HMG.jpg"; availableForSupportTypes[] = {"Drop", "Transport"}; hiddenSelectionsTextures[] = {"Thirty_Two\Data\Vehicles\ThirtyTwo_LSV_01.paa", "Thirty_Two\Data\Vehicles\ThirtyTwo_LSV_02.paa", "Thirty_Two\Data\Vehicles\ThirtyTwo_LSV_03.paa", "Thirty_Two\Data\Vehicles\ThirtyTwo_LSV_04.paa"}; textureList[] = {"ThirtyTwo_Textures", 1}; animationList[] = {"hidedoor1", 1, "hidedoor2", 1, "hidedoor3", 1, "hidedoor4", 1}; class textureSources { class ThirtyTwo_Textures { displayName = "Thirty Two"; author = "Thirty Two"; textures[] = {"Thirty_Two\Data\Vehicles\ThirtyTwo_LSV_01.paa", "Thirty_Two\Data\Vehicles\ThirtyTwo_LSV_02.paa", "Thirty_Two\Data\Vehicles\ThirtyTwo_LSV_03.paa", "Thirty_Two\Data\Vehicles\ThirtyTwo_LSV_04.paa"}; materials[] = {}; factions[] = {"Thirty_Two"}; }; }; }; We may be going about this completely wrong and need some kind of scrip written that is called. Share this post Link to post Share on other sites
BroBeans. 279 Posted May 23, 2017 22 minutes ago, clements said: Ok so we tried to make this work on our prowler to no avail. This is the error that we continue to get --> We may be going about this completely wrong and need some kind of scrip written that is called. Theres a lot of unnecessary stuff filling up your config. Because you are inheriting the prowler from the base vehicle, you only need to specify the changes you are making. as for the error you need to change the statement line to look like this statement = "[""Open"",true ] spawn BIS_fnc_arsenal;"; 1 Share this post Link to post Share on other sites
clements 11 Posted May 23, 2017 Thank you to everyone for your help. Your posts have completely solved our issue, thank you very much for help. class UserActions { class openarsenal { userActionID = 60; displayName = "Open Virtual Arsenal"; displayNameDefault = "Open Virtual Arsenal"; textToolTip = "Open Virtual Arsenal"; position = "point"; //some memorypoint on the vehicle radius = 6; priority = 2; onlyForPlayer = 0; condition = "(alive this)"; statement = "[""Open"",true ] spawn BIS_fnc_arsenal;"; }; }; Share this post Link to post Share on other sites
BroBeans. 279 Posted May 23, 2017 class LSV_01_Armed_Base_F; class ThirtyTwo_LSV_Armed : LSV_01_armed_base_F { author = "Thirty Two"; dlc = "Thirty_Two"; displayName = "32 Prowler LSV (Armed)"; faction = "Thirty_Two"; hiddenSelectionsTextures[] = {"blah", "blah", "blah"}; class UserActions { class openarsenal { userActionID = 60; displayName = "Open Virtual Arsenal"; displayNameDefault = "Open Virtual Arsena"; textToolTip = "Open Virtual Arsenal"; position = "point"; //some memorypoint on the vehicle radius = 6; priority = 2; onlyForPlayer = 0; condition = "(alive this)"; statement = "[""Open"",true ] spawn BIS_fnc_arsenal;"; }; }; }; This should be all you need to make the prowler. All the other stuff can be inherited. :-) Tidies the config up a bit. Share this post Link to post Share on other sites
clements 11 Posted May 23, 2017 Thank you Brobeans, when we initially started this addon we all were very new to it, so we were using what we saw. We are in the process of cleaning up all of our stuff to make it look much more clean, and your contribution will help us alot. Thank you again. Share this post Link to post Share on other sites