-
Content Count
211 -
Joined
-
Last visited
-
Medals
Everything posted by ImperialAlex
-
"Fixed" Arsenal - an Arsenal-improving workaround
ImperialAlex replied to ImperialAlex's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@OnkelDisMaster: Mh, I guess it would be a nice feature to have. Do you know if @ACRE2 has something similar going on? What would the code need to look like to support ACRE, too? @R-o-x: Thanks, I'll try to dig into that a bit more next week but don't expect any sudden updates (from a first look, though, it would probably be reasonably easy to do this) I assume you only had one set of VAS allowed items (rather than several boxes with several different available equipment lists)? -
"Fixed" Arsenal - an Arsenal-improving workaround
ImperialAlex replied to ImperialAlex's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Mh, what do you mean by "having the VA script on the serverside"? Do you mean the 'setup' scripts (e.g. what you shared) or the actual 'xla_fnc_arsenal' functions? I've never played with userconfigs so if you had a link to your custom VAS I might better understand what you mean :) Limiting the amount of copies of a certain item: Do you mean per-player or per-crate? (I.e. each player can take 5 magazines vs there are 50 magazines in the box). The second one would probably be easier to implement (simply make the arsenal use the actual inventory of the box rather than 'virtual cargo') while the first one is probably more useful. -
"Fixed" Arsenal - an Arsenal-improving workaround
ImperialAlex replied to ImperialAlex's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks for the heads up! ---------- Post added at 01:07 ---------- Previous post was at 01:05 ---------- You could probably solve that with a little "CSE-scope-change" mod that simply changes the arsenalScope of the CSE items :) EDIT: Or read the one below ---------- Post added at 01:08 ---------- Previous post was at 01:07 ---------- This might be a general way to solve issues with scope (BWMod attachments, CSE... I'll think about this for the next real release. ---------- Post added at 01:12 ---------- Previous post was at 01:08 ---------- We use TFAR as well and our idea was to not whitelist any of the "tf_anprc152_number" classnames and only whitelist "tf_anprc152". That base class will always be replaced by a "real" radio. If you save a loadout without leaving the arsenal inbetween you can even save a loadout with that "Baseclass" radio still in it. The only 'issue' is that loadouts with "real" radios will have their radio taken away... But thanks to partial loading that's not a big issue. You just get a message that "1x Item "tf_anprc152_166" in vest is not whitelisted" and have to grab a new one from the arsenal :) Would this "workaround" be sufficient for you? I'm a bit reluctant to add in code that's too specialized towards a single mod. ---------- Post added at 01:25 ---------- Previous post was at 01:12 ---------- Thank you all for trying my mod and leaving great feedback. If you have any features that you'd like to see in the next version, check out https://github.com/ImperialAlex/XLA_FixedArsenal/issues -
"Fixed" Arsenal - an Arsenal-improving workaround
ImperialAlex replied to ImperialAlex's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Oh, that's interesting. Would it be sufficient to have these attachment-attachments listed under "items"? I'm pretty sure that's just a question of defining them properly in the mod....I'll have a look at the mod tomorrow :) -
"Fixed" Arsenal - an Arsenal-improving workaround
ImperialAlex replied to ImperialAlex's topic in ARMA 3 - ADDONS & MODS: COMPLETE
As of version 2 the "fixed" arsenal is pretty much entirely separated (no shared variables, etc, except for the actual "saved inventories" in a users profile namespace. So you'll have the same outfits saved in both arsenals). The arsenal (both vanilla and mine) use the variables in the object's/ammocrate's namespace to store the available items. As of v2, my mod no longer uses the same variables (bis_....) but instead uses its own set (xla_...). This means that if you want to have it as an optional mod you're going to have to duplicate all calls. _whitelistItems = ["...","...","..."]; if (isnil xla_fnc_arsenal) then { [....] call bis_fnc_addVirtualItemCargo; } else { [....] call xla_fnc_addVirtualItemCargo; }; and the same applies for the final "AmmoBoxInit" call. You don't have to run the mod on the server...but then you should make sure that the addVirtualItemCargo calls are done on each player (with global option set to false) and not just once (with global option set to true) on the server :) -
"Fixed" Arsenal - an Arsenal-improving workaround
ImperialAlex replied to ImperialAlex's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thank you! -
"Fixed" Arsenal - an Arsenal-improving workaround
ImperialAlex replied to ImperialAlex's topic in ARMA 3 - ADDONS & MODS: COMPLETE
"Your issues" = "the issues you reported" :) These might not be solvable until BI release new script commands...but we'll see ---------- Post added at 18:36 ---------- Previous post was at 18:26 ---------- :( Yep, happens for me too. Weird. I'll have a look...seems like 2.0.2 will be coming sooner than later ;) EDIT: Found the issue *facepalm*. Stand by for 2.0.2 ;) ---------- Post added at 18:48 ---------- Previous post was at 18:36 ---------- Updated to version 2.0.2 (HOTFIX 2). Fixes an issue with "side whitelisting". Resolves "All VAs in Showcase mission are empty". https://github.com/ImperialAlex/XLA_FixedArsenal/releases/download/v2.0.2/XLA_FixedArsenal_v2.0.2.zip -
"Fixed" Arsenal - an Arsenal-improving workaround
ImperialAlex replied to ImperialAlex's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks. Could you quickly update it to v2.0.2 (hotfix2), too? :) https://github.com/ImperialAlex/XLA_FixedArsenal/releases/download/v2.0.2/XLA_FixedArsenal_v2.0.2.zip -
"Fixed" Arsenal - an Arsenal-improving workaround
ImperialAlex replied to ImperialAlex's topic in ARMA 3 - ADDONS & MODS: COMPLETE
NEW VERSION: 2.0.1 (HOTFIX for CfgGlasses + conditions now case-IN-sensitive). Download from here: https://github.com/ImperialAlex/XLA_FixedArsenal/releases/download/v2.0.1/XLA_FixedArsenal_v2.0.1.zip ---------- Post added at 17:42 ---------- Previous post was at 17:39 ---------- Sadly this might be true. What happens when you addMagazine a UGL round? Something that I know for sure can't currently be done is saving a weapon with custom attachments into a container (i.e. putting a gun with custom attachments into a backpack and then saving/loading it via the arsenal). The gun will be there but it won't have its attachments -- there are simply no commands to attach WeaponItems to weapons in containers and the workaround (putWeapon action) crashes the game... ^^ -
"Fixed" Arsenal - an Arsenal-improving workaround
ImperialAlex replied to ImperialAlex's topic in ARMA 3 - ADDONS & MODS: COMPLETE
That's a neat script setup! Very nice use of "Preload"! One question: Why do you do the removeVirtual...Cargo? I don't think there are any ammoboxes that have virtual arsenal on it by default. If you want to remove the actual "inventory" items from a crate you should use the non-"Virtual" remove commands :) Concerning the pistol attachment issue: This is odd. My mod still has the "old" behaviour where "scope" is tested if "scopeArsenal" isn't present so they *should* show up... I've tested RH pistol pack + vanilla "unrestricted" arsenal and the attachments do show there. I've also tested RH pistol pack + my arsenal (unrestricted) and the attachments still show up. So I'm pretty sure this is a real bug -- I'm currently hunting it down ;) EDIT:@PlayWithSix: I see someone has obviously noticed the update since my mod's PwS page now has a "readme" page which contains text that I only wrote two days ago...however the mod itself is still on the old (v1.4, November 2014) version. :( ---------- Post added at 17:12 ---------- Previous post was at 16:35 ---------- Found the bugs: 1.) Goggles: I forgot that Goggles live in "CfgGoggles". My condition just went "Can't find _item in CfgWeapons/CfgMagazines/CfgVehicles" and decided it didn't exist. Already fixed in dev. (As simple as adding "CfgGoogles" into my array of cfg's to check). 2.) Attachments: It looks like there's something weird going on with case sensitivity. The M9 flashlight will always turn up as "RH_x300" but no matter how I capitalize the entry in the addVirtualItemCargo command it will always add "RH_X300" to the whitelist. The solution is obvious: Case insensitive conditions. This will probably take me a minute or two to make sure I don't screw up anything else by accident :) Thanks for reporting these bugs, keep the bug reports (and feature requests) coming :) -
"Fixed" Arsenal - an Arsenal-improving workaround
ImperialAlex replied to ImperialAlex's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Mh, I will have a look at that. Loading magazines into things seems to be a bit fragile anyway. E.g. if you don't have any containers (uniform/vest/backpack) and grab a gun, it sometimes won't give you a magazine in your gun. And launchers will sometimes not give you loaded rounds either... I'll try to look at your issues and the ones I noticed for the next release :) -
"Fixed" Arsenal - an Arsenal-improving workaround
ImperialAlex replied to ImperialAlex's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Afaik the vanilla VA never allowed loading "greyed out" loadouts. Either 100% of a loadout is whitelisted or it can't be loaded at all. In previous versions of this mod the bis_fnc_arsenal function was overriden with a function that allowed "partial loading". In v2 and following versions I'm leaving the vanilla function alone and instead added an xla_fnc_arsenal function. Maybe you need to switch your code from bis_fnc_arsenal and bis_fnc_addVirtual[...]Cargo to xla_fnc_arsenal and xla_fnc_addVirtual[...]Cargo :) -
"Fixed" Arsenal - an Arsenal-improving workaround
ImperialAlex replied to ImperialAlex's topic in ARMA 3 - ADDONS & MODS: COMPLETE
That's very little to go on ;) What doesn't work? Remember: This isn't one of these "arsenal everywhere" mods, this is simply the vanilla arsenal with some changes made to it. Check out the included Showcase mission to see what it does. (Play -> Showcase -> XLA | Arsenal Showcase). You can see partial loading in effect when you go to one of the crates and use the action-menu entry that says "Open Armoury". Simply try to load an outfit that contains OPFOR items from the "BLUFOR && FRIENDLY" crate. You can tell whether you're running vanilla (bis_fnc_arsenal) or my arsenal (xla_fnc_arsenal) by the absence/presence of a "weight" progress bar at the top of the arsenal. (It shows the units total weight) -
@Ares - Modules expanding Zeus functionality - Release Thread
ImperialAlex replied to antonstruyk's topic in ARMA 3 - ADDONS & MODS: COMPLETE
What's wrong with addCuratorEditableObjects? Does it make multiple-zeus support harder? Or are you already trying it and it doesn't work? EDIT: Forgot to say how much I'd love to see this feature and how awesome @ares is. It makes Zeusing a lot more enjoyable! -
"Fixed" Arsenal - an Arsenal-improving workaround
ImperialAlex replied to ImperialAlex's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I've finally gotten around to finishing the next version. Not all planned features have made it in, but I've updated it to be @ASDG compatible, include updates to the arsenal made in 1.38/1.40 and generally cleaned up the codebase. This now also has "side" and "blacklisting". Standby for documentation on how to use these (or explore the included sample mission). Download for v2.0.0 (I've also switched to proper semantic visioning so this is version 2.0.0 since it's not backwards compatible with v1.4 and earlier) -
The virtual arsenal (and all other similar loadout scripts) has an issue (not just dev-branch specific) with weapons-with-custom-attachments inside personal containers (uniform,vest,backpack). Because there's no command to add a weapon with custom weaponItems into a container, it will simply loose the custom attachments. (I.e. go back to whatever the weapon has defined in its config). Since it seems like attachments are currently getting some inventory-related love, would it be possible to resolve http://feedback.arma3.com/view.php?id=21689 ?
-
"PutWeapon" into unit's backpack.
ImperialAlex replied to ImperialAlex's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks for the link, looks like you tried the exact same route? Did you ever manage to get a work-around working? -
"PutWeapon" into unit's backpack.
ImperialAlex replied to ImperialAlex's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Ironically I'm doing this because custom-attachments-on-weapons-in-containers aren't supported in the arsenal. The arsenal is great but it does have a few issues, this being one of them. (Which, admittedly is more of an issue with BI's lack of script commands for this) -
"PutWeapon" into unit's backpack.
ImperialAlex replied to ImperialAlex's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'll see if "PutWeapon"-ing into another unit's backpack works once I get home. If that works (and I'm not too confident right now) then I'll probably do it as you suggested. @BI: Please please please give us a script command to properly add WeaponItem'd weapons! -
"PutWeapon" into unit's backpack.
ImperialAlex replied to ImperialAlex's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks, I didn't know this existed. I'll try it and report back :) EDIT: No luck: PutWeapon into (backpackContainer) still freezes the game :( -
Fatigue Feedback (dev branch)
ImperialAlex replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
Ugly scripts like this wouldn't be necessary if we had script commands to modify the parameters of fatigue. I'm honestly still baffled by the fact that we don't have that... Instead of running ugly loops of setFatigue, why can't we just "unit setFatigueParameters [p1,p2,p3,p4];" I'm sure the system must use at least some parameters internally that could be exposed via the scripting system.- 1935 replies
-
- branch
- development
-
(and 2 more)
Tagged with:
-
This is probably my favourite feature of all time (the new, community-feedback-shaped initSpeed is a close second). Any chance this will make it into 1.40?
-
Sorry, wrong thread.
- 5179 replies
-
- branch
- development
-
(and 1 more)
Tagged with:
-
"Fixed" Arsenal - an Arsenal-improving workaround
ImperialAlex replied to ImperialAlex's topic in ARMA 3 - ADDONS & MODS: COMPLETE
No, that's definitively not intentional! Annoyingly I'm still having similar issues in the current development version of the mod, which is why it's been delayed in a way that would make Duke Nukem proud ;) ---------- Post added at 09:04 ---------- Previous post was at 09:00 ---------- I only had time for a very quick look at the new 1.38 arsenal, the "fixed" arsenal is currently still based on the 1.36 code base (for the development version that is, the last PWS release is still 1.34). I think I'll need to find a better way of back-porting changes from vanilla now that I've changed so much (again, in the dev version). If you're interested in seeing what I'm working on, you can check out https://github.com/ImperialAlex/XLA_FixedArsenal -
Sorry, must have been because I was still on 1.36 - they have disappeared in 1.38