Waldemar 337 12 Posted April 7, 2019 Virtual Arsenal is not working. It returns an Error on Initialization and its Inventory is not full. An Error may be seen on the Screenshot. The Inventory lacks at least the 'Mk200' Weapon. The Screenshot of an Error: Quote Text of an Error: Quote [BIS_fnc_baseWeapon] Class '%ALL' not found in CfgWeapons Sample Script Code which demonstrates the Effect: Quote // ... _container = _containerClass createVehicle _containerPosition; [ "AmmoboxInit", [_container, true, {true}] ] call BIS_fnc_arsenal; Thank you. Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted April 7, 2019 How are you using this ? Did you follow the examples ? https://community.bistudio.com/wiki/Arma_3_Arsenal Share this post Link to post Share on other sites
Waldemar 337 12 Posted April 10, 2019 On 4/7/2019 at 9:51 PM, GEORGE FLOROS GR said: How are you using this ? I am using it as it is mentioned in my Message. See the 'Sample Script Code which demonstrates the Effect' Part of my Message. On 4/7/2019 at 9:51 PM, GEORGE FLOROS GR said: Did you follow the examples ? Yes, I did. I used Information from the following Pages: 1. https://community.bistudio.com/wiki/BIS_fnc_arsenal 2. https://community.bistudio.com/wiki/Arma_3_Arsenal I can create a small Mission and share its Code somewhere across the Internet, if you want to see the minimal possible working Example, which demonstrates this Bug. Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted April 10, 2019 On 4/7/2019 at 1:30 PM, Waldemar 337 said: _container try: _container addAction ["Open Virtual Arsenal", {["Open",true] spawn BIS_fnc_arsenal}]; Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted April 10, 2019 If it doesn't work , send me your mission in order to check this. Share this post Link to post Share on other sites
Waldemar 337 12 Posted April 10, 2019 I have tried that Code. It does not return an Error now. But, there is again no 'Mk200' in the Inventory available. Mk200 (Class 'Weapon_LMG_Mk200_F') is listed here: https://community.bistudio.com/wiki/Arma_3_CfgVehicles_Equipment upload Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted April 10, 2019 8 minutes ago, Waldemar 337 said: Mk200 Can you test this without ace ? because ace is changing the names and the real weapon should be if i understand FS2000 Share this post Link to post Share on other sites
Waldemar 337 12 Posted April 10, 2019 Thank you very much. Now (with ACE disabled and new Code) I have the 'Mk200' in the List. Can you tell the Secret ? Why it did not work (returned an Error) when I made it using [ "AmmoboxInit", [_container, true, {true}] ] call BIS_fnc_arsenal; ? That Code was written in Accordance with the 'Example 3' at the 'BIS_fnc_arsenal' Wiki Page: [ "AmmoboxInit", [ ammoBox, true, {(_this distance _target) < 10} ] ] call BIS_fnc_arsenal; Maybe I do not understand something ? It seems the same for me. 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted April 10, 2019 2 hours ago, Waldemar 337 said: Maybe I do not understand something ? It seems the same for me. I just tested and it seemes to be an extra character after the ; this is a working example : _ammoBox = "Box_IND_Ammo_F" createvehicle getpos player; [ "AmmoboxInit", [ _ammoBox, true, {true} ] ] call BIS_fnc_arsenal; and below is a pic of the Forum highlight , where the problem is visual and the code is the same : #the red dot after the ; I have notice several times when you copy a code , then it might not work for some reason , maybe because of the characters. I 'm using the notepad++ with the extra pluggings for highliting , but the problem didn't appeared. I noticed this here. 1 Share this post Link to post Share on other sites
beno_83au 1369 Posted April 10, 2019 4 hours ago, GEORGE FLOROS GR said: I have notice several times when you copy a code , then it might not work for some reason , maybe because of the characters. I 'm using the notepad++ with the extra pluggings for highliting , but the problem didn't appeared. I had the same thing happen recently too. I can't even remember what i was trying to do, but I'd copied and pasted some example code i found on the forums to work through some stuff and i couldn't get it to work. But, if i typed it out manually (all in notepad++) exactly as it already was it'd work. Lost a lot of time on that. 2 Share this post Link to post Share on other sites
Waldemar 337 12 Posted April 11, 2019 Thank you very much for Help! The Reason turned out to be in a very unexpected Place... :) 1 Share this post Link to post Share on other sites
GEORGE FLOROS GR 4207 Posted April 11, 2019 15 minutes ago, Waldemar 337 said: Thank you very much for Help! You're welcome ! Yes , indeed ! Share this post Link to post Share on other sites
pierremgi 4905 Posted October 23, 2020 It seems this error is persistent. Tested : 0 = ["AmmoboxInit", [this, true]] spawn BIS_fnc_arsenal; (on object) The arsenal opens and works but throws an error: (BIS_fnc_baseWeapon) class "%ALL" not found in cfgWeapons. Any fix for that (devs)? Share this post Link to post Share on other sites