kromka 40 Posted August 1, 2023 I have a mission with MCC and RHS. There in init.sqf I have Virtual Arsenals with RHS stuff connected to custom box with this command: { [_x, 0] call RHS_fnc_VirtualAmmoBoxUSA } forEach arsenals; I don't want to force players to use ACE3 but I wan't to add to the same arsenals additional stuff from it when player has this mod on. I try to do this in init.sqf with if (isClass(configFile >> "CfgPatches" >> "ace_main")) then { { [_x, true] call ace_arsenal_fnc_initBox; } forEach arsenals; }; But when mission starts, nothing happen. I've noticed this ace_arsenal_fnc_initBox isn't present on the list of available functions, probably because I didn't add ACE3 to the mod list. However I don't wan't to do this because I want to allow players play this mission without ACE. And so on. What to do with this? Maybe I should add this detection to initPlayer.sqf? Share this post Link to post Share on other sites
kromka 40 Posted August 1, 2023 Solution is using this script: { [_x, 0] call RHS_fnc_VirtualAmmoBoxUSA ; if (isClass(configFile >> "CfgPatches" >> "ace_main")) then { [_x] execVM "scripts\addAceGearToContainer.sqf"; }; } forEach arsenals; private ["_obj", "_items", "_magazines", "_weapons", "_backpacks"]; _obj = _this select 0; // sets _items = [list of items]; _magazines = [list of magazines]; _weapons = [list of weapons]; _backpacks = [list of backpacks]; // add [_obj, _items, false, false] call BIS_fnc_addVirtualItemCargo; [_obj, _magazines, false, false] call BIS_fnc_addVirtualMagazineCargo; [_obj, _backpacks, false, false] call BIS_fnc_addVirtualBackpackCargo; [_obj, _backpacks, false, false] call BIS_fnc_addVirtualWeaponCargo; Maybe not super elegant but it works. 1 Share this post Link to post Share on other sites