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Posts posted by Azza FHI
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initserver.sqf
execvm "VA_box.sqf";
VA_box.sqf// Check if box1 exists if (isNil "box1") exitWith { }; [box1, [ // ==================== ITEMS ===================== // Uniforms "rhs_uniform_gorka_r_g", // Headgear "rhs_6b28", "rhs_6b28_ess", "rhs_balaclava1_olive", "rhs_balaclava", // Vests "rhs_6b23_digi_6sh92", "rhs_6b23_digi_6sh92_headset", "rhs_6b23_digi_6sh92_radio", "rhs_6b23_digi_medic", "rhs_6b23_digi_vydra_3m", // Suppressors "rhs_acc_tgpa", "rhs_acc_dtk4short", "rhs_acc_dtk4screws", "RH_pmsd", // Flashlight "rhs_acc_2dpZenit", // Scopes "rhs_acc_pkas", "rhs_acc_1p63", // General "rhsusf_ANPVS_14", "rhsusf_ANPVS_15", "A3_GPNVG18_BLK_F", "itemradio", "itemmap", "itemcompass", "itemwatch", "ACE_Vector", "ACE_DefusalKit", "ACE_Clacker", "ACE_Altimeter", "ACE_UAVBattery", "ACE_wirecutter", "ACE_key_lockpick", "ACE_IR_Strobe_Item", "B_UAVTerminal", // Meds 'ace_fieldDressing', "ACE_elasticBandage", 'ace_tourniquet', 'ace_packingbandage' ], true] call BIS_fnc_addVirtualItemCargo; [box1, [ // ==================== WEAPONS ===================== // ===================== RHS ======================== "rhs_weap_asval", "rhs_weap_ak105", 'rhs_weap_ak103_gp25', 'rhs_weap_ak103', "rhs_weap_ak74m_2mag_camo", "rhs_weap_ak74m", "rhs_weap_pkp", "rhs_weap_rpg7", "rhs_weap_rpg26", "rhs_weap_rshg2", // =================== Sidearms ===================== "RH_mak" ], true] call BIS_fnc_addVirtualweaponCargo; [box1, [ // =================== MAGAZINES ===================== // =================== RHS ===================== "rhs_30Rnd_545x39_AK", "rhs_100Rnd_762x54mmR", "rhs_30Rnd_762x39mm", "rhs_VOG25", "rhs_VOG25P", "rhs_VG40TB", "rhs_VG40SZ", "rhs_VG40OP_white", "rhs_VG40OP_green", "rhs_VG40OP_red", "rhs_GRD40_White", "rhs_GRD40_Green", "rhs_GRD40_Red", "rhs_VG40MD_White", "rhs_VG40MD_Green", "rhs_VG40MD_Red", "rhs_GDM40", "rhs_20rnd_9x39mm_SP5", "rhs_20rnd_9x39mm_SP6", "rhs_rpg7_PG7VR_mag", "rhs_rpg7_TBG7V_mag", "rhs_rpg7_OG7V_mag", "rhs_rpg7_PG7VL_mag", "RH_8Rnd_9x18_Mak", // =================== OTHER ===================== "rhs_GRD40_White", "rhs_GRD40_Green", "rhs_GRD40_Red", "rhs_VG40OP_red", "rhs_VG40OP_green", "rhs_VG40OP_white", "rhs_VOG25", "smokeshell", "smokeshellred", "smokeshellgreen", "smokeshellyellow", "smokeshellpurple", "HandGrenade", "chemlight_green", "chemlight_red", "chemlight_yellow", "chemlight_blue", "ACE_M84", "ACE_HandFlare_Yellow", "ACE_HandFlare_Green", "ACE_HandFlare_Red", "ACE_HandFlare_White", "B_IR_Grenade", "SLAMDirectionalMine_Wire_Mag", "APERSTripMine_Wire_Mag", "APERSBoundingMine_Range_Mag", "ClaymoreDirectionalMine_Remote_Mag", "DemoCharge_Remote_Mag", "SatchelCharge_Remote_Mag" ], true] call BIS_fnc_addVirtualmagazineCargo; [box1, [ // Backpacks "B_UAV_01_backpack_F", "b_parachute", // Radiopacks "tf_rt1523g_black", "TFA_511_GRN", "tf_rt1523g_fabric" ], true] call BIS_fnc_addVirtualbackpackCargo;
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hi,
getting massive RPT spam, looks like CBA logs? Not sure if it is related but both the server and HC run out of memory after ~5 hours.
client RPT is fine
Full RPT
https://www.mediafire.com/?o62nukgze5kspng
thanks for any help
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@raptoer - just wondering, if the original ASR gets abandoned will you look into the base functions of the mod if it needs updating?
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Use blascore mod along with the updated smoke pbo. if u cant find it i can upload. new smoke is the best
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Does anyone know how to change what it says when you mouse over the Item in the inventory? For example the vanilla plate carrier rig says Armor Level IV.
not sure if you can make that happen with a config entry. i got it to work by inheriting my vest directly from BIS's vests. the rest of the config is the same except inherit from V_PlateCarrierIA2_dgtl (depending on what armor value u want to show) instead of Vest_Camo_Base. everything seems to work fine. You can easily test the differences in armor values in virtual arsenal. NOTE that even tho it may show 'armor level IV" you still need to define the individual hitpoints armour (they do not inherit from the BIS vest)
I dont really understand what you guys are talking about with all this code and stuff. But im having the same problem, can you guys try to explain it to me a diffrent way?
The code is for the config of mods, not mission scripts. I guess read up on creating addons if you want to learn.
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Just thought i would post the method that we use for custom arsenal boxes. Im not the best at scripting, but i was tought to avoid using editor object inits where possible as it will fire on every client connection. Even with if (isServer) it is just not needed for something as simple as this.
no need for description.ext entries, just execvm on server and thats it...
initserver.sqf
execvm "gear\virtual_ammoboxes\Standard.sqf";
standard.sqf
// Check if box1 exists if (isNil "box1") exitWith { }; [Box1, [ // ==================== ITEMS ===================== // Goggles "rhs_googles_clear", "rhs_googles_yellow", "rhs_googles_orange", "rhs_googles_black", // Facewear "", // Headgear "", "rhsusf_ach_bare", "rhsusf_ach_bare_des", "rhsusf_ach_bare_tan", // Uniforms & Vests "", // Suppressors "rhs_acc_tgpa", "rhs_acc_pkas", "rhs_acc_dtk4screws", "rhsusf_acc_rotex5_grey", "rhsusf_acc_rotex5_tan", "rhsusf_acc_SR25S", "rhsusf_acc_M2010S", "muzzle_snds_M", "SMA_supp2btanSCAR_556", "SMA_supp2bSCAR_556", "SMA_spSCARtan_762", "SMA_spSCAR_762", "SMA_supptan_762", "SMA_supp_762", "SMA_supp2btan_556", "SMA_supp1tan_556", "SMA_supp1b_556", "SMA_Silencer_556", "SMA_supp1BB_556", "SMA_supp1BOD_556", "SMA_supp1BT_556", "SMA_supp1Bwht_556", "SMA_supp1TB_556", "SMA_supp1TOD_556", "SMA_supp1TT_556", "SMA_supp1TW_556", "SMA_supp2BOD_556", "SMA_supp2BT_556", "SMA_supp2BW_556", "SMA_supp2T_556", "SMA_supp2TB_556", "SMA_supp2TOD_556", "SMA_supp2TWH_556", "SMA_supp2smaB_556", "SMA_supp2smaT_556", "sma_gemtech_one_blk", "RH_gemtech9", "RH_A26", "RH_suppr9", "RH_aacusp", "RH_gemtech45", "RH_osprey", "RH_fhusp", "RH_x2", "RH_m6x", "RH_x300", "RH_m9qd", "RH_muzisd", "hlc_muzzle_snds_g3", "hlc_muzzle_snds_fal", "hlc_muzzle_snds_AUG", // Scopes - Modified for less zoom "rhsusf_acc_compm4", // "optic_Arco", // "optic_mrco", // "optic_hamr", // "optic_DMS", // "optic_SOS", "SMA_eotech552", "SMA_eotech552_3XDOWN", "SMA_eotech552_3XDOWN_des", "SMA_eotech552_3XDOWN_wdl", "RH_compm4s", "RH_compm2", "RH_compm2l", "RH_t1", "RH_reflex", // "RH_m3lr", // "RH_ta01nsn", // "RH_ta31rco", // "RH_ta31rmr", // "RH_ta01nsn_tan", // "RH_ta31rco_tan", // "RH_ta31rmr_tan", // "RH_c79", // "RH_m145", "RH_barska_rds", "RH_cmore", "RH_LTdocter", "RH_LTdocterl", "RH_zpoint", // Bipods "rhsusf_acc_harris_bipod", "bipod_01_F_blk", "SMA_Gripod_01", // Lasers & Flashlights "acc_pointer_IR", "rhsusf_acc_anpeq15", "PEQ15_A3_Top", "SMA_ANPEQ15_TAN", "SMA_ANPEQ15_BLK", "SMA_SFPEQ_HKTOP_BLK", "SMA_SFPEQ_HKTOP_TAN", "rhs_acc_2dpZenit", "acc_flashlight", "SMA_SFFL_BLK", "SMA_SFFL_TAN", // General "rhsusf_ANPVS_14", "itemradio", "itemmap", "itemcompass", "itemwatch", "ACE_Vector", "ACE_DefusalKit", "ACE_Clacker", "ACE_Altimeter", "ACE_UAVBattery", "ACE_wirecutter", "ACE_key_lockpick", "ACE_IR_Strobe_Item", "B_UAVTerminal", // Meds 'ace_fieldDressing', "ACE_elasticBandage", 'ace_tourniquet', 'ace_packingbandage' ], true] call BIS_fnc_addVirtualItemCargo; [Box1, [ // ==================== WEAPONS ===================== // Launchers "rhs_weap_M136", "rhs_weap_smaw_green", "rhs_weap_smaw", "rhs_weap_fim92", // ===================== RHS ======================== "rhs_weap_m14ebrri", "rhs_weap_m4a1_grip", "rhs_m4a1_m320", "rhs_weap_sr25_ec", "rhs_weap_mk18", "rhs_weap_mk18_m320", "rhs_weap_m4a1_blockII_M203", "rhs_weap_m4a1_blockII", "rhs_weap_m27iar", "rhs_weap_ak103_npz", "rhs_weap_ak74m_desert_npz", // ===================== SMA ======================== "SMA_MK16", "SMA_Mk17", "SMA_Mk16_black", "SMA_Mk17_black", "SMA_MK16_EGLM_black", "SMA_MK17_EGLM_black", "SMA_Mk16_EGLM", "SMA_Mk17_EGLM", "SMA_HK416vfg", "SMA_HK416GL", "SMA_HK416CUSTOMafg", "SMA_HK417vfg", "SMA_HK417_tanvfg", "SMA_HK417_16in_afg", "SMA_HK417_16in_afg_tan", "SMA_ACRREMMOE", "SMA_ACRREMMOEblk", "SMA_ACRMOE_Blk", "SMA_ACRMOE", "sma_minimi_mk3_762tlb", "sma_minimi_mk3_762tsb", // ===================== HLC ======================== "hlc_rifle_g3ka4", "hlc_rifle_g3a3ris", "hlc_rifle_falosw", "hlc_rifle_augsr_b", "hlc_rifle_augsr_t", "hlc_rifle_auga3_GL_BL", "hlc_rifle_auga3", // =================== Sidearms ===================== "rhs_weap_M320", "rhsusf_weap_m1911a1", "RH_deagle", "RH_deagles", "RH_deaglem", "RH_cz75", "RH_sw659", "RH_usp", "RH_m1911", "RH_kimber", "RH_kimber_nw", "RH_m9", "RH_m9c", "RH_g18", "RH_g17", "RH_muzi" ], true] call BIS_fnc_addVirtualweaponCargo; [Box1, [ // =================== MAGAZINES ===================== // =================== RHS ===================== "rhs_mag_30Rnd_556x45_Mk262_Stanag", "rhs_mag_30Rnd_556x45_Mk318_Stanag", "rhs_mag_30Rnd_556x45_M855A1_Stanag", "rhsusf_100Rnd_556x45_soft_pouch", "rhsusf_5Rnd_300winmag_xm2010", "rhsusf_20Rnd_762x51_m118_special_Mag", "rhsusf_mag_7x45acp_MHP", "rhs_30Rnd_545x39_AK", "rhs_30Rnd_762x39mm", "rhs_m136_hedp_mag", "rhs_m136_mag", "rhs_mag_smaw_HEAA", "rhs_mag_smaw_HEDP", "rhs_mag_smaw_SR", "rhs_fim92_mag", // =================== HLC ===================== "hlc_20rnd_762x51_b_G3", "hlc_20Rnd_762x51_B_fal", "hlc_30Rnd_556x45_B_AUG", // =================== SMA ===================== "SMA_20Rnd_762x51mm_M80A1_EPR", "SMA_20Rnd_762x51mm_M80A1_EPR_Tracer", "SMA_20Rnd_762x51mm_M80A1_EPR_IR", "SMA_20Rnd_762x51mm_Mk316_Mod_0_Special_Long_Range", "SMA_20Rnd_762x51mm_Mk316_Mod_0_Special_Long_Range_Tracer", "SMA_20Rnd_762x51mm_Mk316_Mod_0_Special_Long_Range_IR", "SMA_20Rnd_762x51mm_Mk319_Mod_0_Ball_Barrier", "SMA_20Rnd_762x51mm_Mk319_Mod_0_Ball_Barrier_Tracer", "SMA_20Rnd_762x51mm_Mk319_Mod_0_Ball_Barrier_IR", "SMA_20Rnd_762x51mm_Lapua_FMJ_Subsonic", "SMA_20Rnd_762x51mm_Lapua_FMJ_Subsonic_Tracer", "SMA_20Rnd_762x51mm_Lapua_FMJ_Subsonic_IR", "SMA_30Rnd_556x45_M855A1", "SMA_30Rnd_556x45_M855A1_Tracer", "SMA_30Rnd_556x45_M855A1_IR", "SMA_30Rnd_556x45_Mk318", "SMA_30Rnd_556x45_Mk318_Tracer", "SMA_30Rnd_556x45_Mk318_IR", "SMA_30Rnd_556x45_Mk262", "SMA_30Rnd_556x45_Mk262_Tracer", "SMA_30Rnd_556x45_Mk262_IR", "SMA_30Rnd_68x43_SPC_FMJ", "SMA_30Rnd_68x43_SPC_FMJ_Tracer", "SMA_30Rnd_68x43_SPC_FMJ_IR", "SMA_30Rnd_68x43_OTM_SPC", "SMA_30Rnd_68x43_OTM_Tracer", "SMA_30Rnd_68x43_OTM_IR", "SMA_150Rnd_762_Mk319", "SMA_150Rnd_762_Mk319_Tracer", "SMA_150Rnd_762_Mk319_Mixed", // =================== RH PISTOLS ===================== "RH_7Rnd_50_AE", "RH_16Rnd_9x19_cz", "RH_14Rnd_9x19_sw", "RH_12Rnd_45cal_usp", "RH_7Rnd_45cal_m1911", "RH_15Rnd_9x19_M9", "RH_33Rnd_9x19_g18", "RH_17Rnd_9x19_g17", "RH_30Rnd_9x19_UZI", // =================== OTHER ===================== "1rnd_he_grenade_shell", "rhs_mag_M713_red", "rhs_mag_M714_white", "30Rnd_556x45_Stanag", "20Rnd_762x51_Mag", "smokeshell", "smokeshellred", "smokeshellgreen", "smokeshellyellow", "smokeshellpurple", "HandGrenade", "chemlight_green", "chemlight_red", "chemlight_yellow", "chemlight_blue", "ACE_M84", "ACE_HandFlare_Yellow", "ACE_HandFlare_Green", "ACE_HandFlare_Red", "ACE_HandFlare_White", "B_IR_Grenade", "SLAMDirectionalMine_Wire_Mag", "APERSTripMine_Wire_Mag", "APERSBoundingMine_Range_Mag", "ClaymoreDirectionalMine_Remote_Mag", "DemoCharge_Remote_Mag", "SatchelCharge_Remote_Mag" ], true] call BIS_fnc_addVirtualmagazineCargo; [Box1, [ // Backpacks "b_kitbag_blk", "b_kitbag_cbr", "b_kitbag_oli", "B_UAV_01_backpack_F", "b_parachute", // Radiopacks "" ], true] call BIS_fnc_addVirtualbackpackCargo;
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Hello.
I really need an easy example for useing inidbi. An example howto make a new database File and howto read and write data in it. An example for Noobs like me :)
this example uses the players profile rather than 'inidbi' as it isnt saving much information (gear and position). There are a few extra things in here which u might not need.
initplayerlocal.sqf
// Runs "initPlayerFirstJoin.sqf" in the mission exactly once per player per mission. private ["_flagName", "_flagValue"]; _flagName = format ["initPlayerFirstJoinRun_%1", getPlayerUID player]; _flagValue = missionNamespace getVariable [_flagName, false]; // Fist Time Join, Assign Gear if (!_flagValue) then { missionNamespace setVariable [_flagName, true]; publicVariable _flagName; [player] execVM "initPlayerFirstJoin.sqf"; }; if (isServer) exitWith {}; // Prevent overwriting data while not on dedicated call compilefinal preprocessFileLineNumbers "oo_pdw.sqf"; pdw = ["new", "profile"] call OO_PDW; // If not first time join, restore gear if (_flagValue) then { waituntil {!isnull player}; sleep 2; ["clearInventory", player] call pdw; sleep 2; ["loadPlayer", player] call pdw; ["loadInventory", [name player, player]] call pdw; }; // Save gear every 30 seconds while {true} do { waituntil {!isnull player}; sleep 30; ["savePlayer", player] call pdw; ["saveInventory", [name player, player]] call pdw; };
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1
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ok thanks for the replies.
Situation: Will be running a mission that goes for ~4 days. when player JIP's they have the option to spawn to captured spawn points, but in order to prevent misuse of this system it needs to only fire if the player has been absent from the server for 30 minutes.
This is what ive got so far (in the process of testing if it will work.
initplayerlocal.sqf
while {true} do { waituntil {!isnull player}; sleep 30; ["savePlayer", player] call pdw; ["saveInventory", [name player, player]] call pdw; profileNamespace setVariable ["player_time", servertime]; };
in our teleport system addonclientinit.sqf
private ['_time_check','_disconnected_time']; _time_check = profileNamespace getVariable "player_time"; _disconnected_time = servertime - _time_check; if (_disconnected_time > 300) then { };
edit - 300 is for testing purposes -
As the title suggests, does anyone know of a way of checking how long a player has been disconnected from a dedicated server?
Thanks
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try @ASR_AI.
you can either use default values or tweak each soldier individually with accuarcy, general, spotting etc
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can you try this fix and say me if it s ok ?
works perfectly mate, thanks.
on a side note, i deleted the line near the bottom of the script _object addweapon 'itemgps';
we dont want the players to receive a gps when they load in, nothing else will break by removing that?
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i wouldnt know how to code it in, but the command is 'magazinesammo' and 'magazinesammofull'
https://community.bistudio.com/wiki/magazinesAmmo
Would be pretty sweet if that did get implemented, as currently a player has the ability to exploit more ammo if they leave the server with half mags...
Cheers
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Thanks for the update code34!
One question, or suggestion for the next release. Would it be possible to make it so that you can save and restore the exact bullet count for player's loaded magazine and also magazines that are in the vest,backpack,uniform?
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it seems you forgot to pass _pdw as parameter to your spawn functions :)
How do i do that?
Thank you
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I think the author has abandoned the thread, so I'll provide my example tested below:
private ["_pdw"]; _pdw = ["new", "profile"] call OO_PDW; //Creates a new profile/Database within iniDBI tag_fnc_loadplayer = { ["setFileName", "myProfileDB"] call _pdw; ["loadPlayer", player] call _pdw; ["loadInventory", [name player, player]] call _pdw; }; [] spawn tag_fnc_loadplayer; //This loads the player's gear, stuff, etc., from the profile stated above. tag_fnc_syncplayer = { ["savePlayer", player] call _pdw; ["saveInventory", [name player, player]] call _pdw; sleep 1; call tag_fnc_syncplayer; }; [] spawn tag_fnc_syncplayer; //This saves the player's gear, stuff, etc., into the profile stated above.
Hope it helps,Rawner135
with that code in init.sqf i get the following error
oop.h and oo_pdw.sqf are in mission directory, and call compilefinal preprocessFileLineNumbers "oo_pdw.sqf"; is in init.sqf.
client and dedicated server are running @inidbi2
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Can anyone provide a script that uses this addon to save player gear and position?
Thanks
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yep downloaded today.
not very familiar with mysql. here is a screeny. have also provided my extb-conf.ini
please let me know if i should change any of the settings in extb-conf.ini. we only want to use this mod for very basic functions of save player gear and location.
very strange behaviour when loading into mission, the player spawns in at respawn point instead of start point, and like i said before the mission does not initialise init, initserver or initplayerlocal properly.
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Hi tebbs,
Really keen to get this working. First time installing the mysql database and extdb2 but i think i have done it all correctly.
When i load into the mission on dedicated the mission hangs (serverside) and nothing initializes properly.
This is from RPT
23:44:48 Error in expression <') WHERE p.playerUID = '%1'",_playerUID,sru_pdb_mission_fk]; _sql_res2 = call co> 23:44:48 Error position: <sru_pdb_mission_fk]; _sql_res2 = call co> 23:44:48 Error Undefined variable in expression: sru_pdb_mission_fk 23:44:48 File sru_pdb\functions\fn_Server_getUnit.sqf, line 10 23:44:48 Error in expression <mission_fk]); [ [[_playerUID,_sql_res,_sql_res2],"\sru_pdb\functions\fn_Client> 23:44:48 Error position: <_sql_res2],"\sru_pdb\functions\fn_Client> 23:44:48 Error Undefined variable in expression: _sql_res2 23:44:48 File sru_pdb\functions\fn_Server_getUnit.sqf, line 14 23:44:48 Error in expression <g "[,]"; sru_pdb_mission_fk = (_sql_res select 1); publicVariable "sru_pdb_missi> 23:44:48 Error position: <select 1); publicVariable "sru_pdb_missi> 23:44:48 Error Zero divisor 23:44:48 File sru_pdb\init_pdb.sqf, line 18
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Ive been editing some of our in house mods to suit the update. You can just inherit all vests directly from vanilla vests and then the correct values will be present. To see if it worked, hover over the vest item in your inventory to see the armour value.
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Dont think weapons need updating, only vests and helmets
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Fair enough, we made some updates to our in house mods. We found that if you directly inherit a vest from the default bis vests then the tooltip shows up correctly and has the propper armour level applied.
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I have installed v1.1 but when you equip any rhs vest and hover over the icon in inventory it still shows 'no armor' where as the Bis ones show 'armor level II' etc. So not sure if the mod is working?
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Its locked to be off in elite unfortunatly, same with stance indicator.
Theres a ticket open to change that, hopefully they listen.
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Maybe u need to add -filepatching?
Virtual Arsenal Whitelist Attachments help.
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
one thing worth noting with the system that i posted, is that if a unit is carrying an item then it will show up in the arsenal also.
E.G. u havent whitelisted ACE_morphine, but if he is carrying 1 stick of it then opens the arsenal box then he can take as many morphine as he wants.
The 'fixed arsenal' mod fixes stuff like that if needed, i think.
Also if a unit is carrying any item that is not whitelisted, he will not be able to save and load his kit.