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Waldemar 337

Virtual Arsenal is not working

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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
 

1.png

 

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.

 

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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.

 

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On 4/7/2019 at 1:30 PM, Waldemar 337 said:

_container

try:

_container addAction ["Open Virtual Arsenal", {["Open",true] spawn BIS_fnc_arsenal}];

 

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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

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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.

 

  • Thanks 1

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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 ;

 

GktwQ6n.png

 

eO5UXUS.png

qQFvY32.png

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.

  • Like 1

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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. 

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Thank you very much for Help!

The Reason turned out to be in a very unexpected Place... :)

  • Haha 1

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15 minutes ago, Waldemar 337 said:

Thank you very much for Help!

You're welcome !

Yes , indeed !

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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)?

 

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