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ImperialAlex

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Everything posted by ImperialAlex

  1. ImperialAlex

    ASDG Joint Rails

    Your overriding script (arsenal thing) throws some "missing ;" script errors on launch :( [introduced in the new version, 0.12]
  2. ImperialAlex

    General Discussion (dev branch)

    Either of those options seems like an improvement over both the current standard and the new dev branch version. Because of the zeroing issues mentioned, I'd probably even prefer the second version. The second solution is very simple and elegant and seems to deal with the current zeroing implementation in a more graceful way. For backwards compatibility, you could keep giving magazines a speed and revert to old behaviour if the gun doesn't have a speed set.
  3. Any chance of the Arma3 config being updated? I *love* this tool, but it's starting to be hard to use because so many things are missing :( If there's something I can do to make an update happen (throwing money, my time, stones, anything,etc at you) I'd be happy to do that ;)
  4. Hi! Version 2.0 is very close to release - the mod has seen some major re-writing and additions and I very narrowly missed my target of releasing it before I went away from christmas/newyear. I'll finish the final steps of the release over the next few days (mostly testing and writing documentation and examples) and with a bit of luck your issue will be gone in the new release. Small teaser: The new version will feature blacklisting,too!
  5. ImperialAlex

    ChinookPack - Mod Release

    Oh, I'm so excited to try this on the server later tonight. In other news: Goodbye and good riddance to the Huron ;)
  6. ImperialAlex

    createDialog and class inheritance

    Wow, thank you for finding this bug! I was about to go mad because I was trying to add another control to a class and that made all of the inherited controls dissapear. This bug leads to even-uglier-than-usual UI code, so I'd love to see it fixed soon - hopefully it's just a simple mistake in how createDialog reads out Resources.
  7. Thanks, that's a very elegant way to do that! I usually check CfgPatches for an entry, but this is a lot more elegant because if ASDG ever drops that function, it'll fail relatively gracefully.
  8. That's very weird. Are you using my steam mission to test? http://steamcommunity.com/sharedfiles/filedetails/?id=331806334 I'm currently (as in: this very minute) of updating the mod to include the arma v1.36 updates to the arsenal. With a bit of luck, that will also solve any issue you have - if not, we need to start bug-hunting together ;) EDIT: Are you running any other mods? EDIT2: Found the issue. ASDG Joint Rails have done their own "fixed" arsenal since v0.10/v0.11 This will delay the next release somewhat, since I'll be moving my function to a different script name. Luckily Moricky just introduced something like _function instead of constantly using the full name, should make it a lot easier. Except another few days for testing/debugging.
  9. ImperialAlex

    Authentic Gameplay Modification

    It seems like people have started doing that' date=' but didn't really read through the GPL license (or the more digestible 'TL;DR version') Two non GPL-compliant fork have been added on PlayWithSix yesterday: Authentic-Gameplay-ModAuthentic Gameplay Modification: SOS Edition (@sosagm) by Activity and Authentic Gameplay Modification: GameHunt Community Edition. (@gh_agm) by AcidKat Both do not comply with one of the major requirements of GPL: Re-licensing the modified work under GPL and making the source code available. This is a bit of a weird situation because they're probably just removing pbo's and not doing any changes to the code, but as a FOSS fan, this just rubs me the wrong way.
  10. The L85 and variants do not accept any tracer magazines. ( http://dev.withsix.com/issues/75745 ) The L85 UGL's silencer clips into the UGL ( http://dev.withsix.com/issues/75744 )
  11. If fixed arsenal is actually running, it should allow you to load *any* outfit, it might just complain that some parts are missing. What do you mean by "it won't allow"? Do you see colors in your "load outfit" menu? Can you send me the mission you're using and your modlist?
  12. I solved that problem by adding all the individual radios to the whitelist, too. I didn't want to type them all in, so I just wrote this little one-liner: for "_x" from 0 to 512 step 1 do { _whitelist = _whitelist+ ["tf_anprc152_" + str _x , "tf_rf7800str_" + str _x]}; This is simply based on my guess that radio ID's don't ever go above 512 and in normal use I've never seen them go that high. This only adds the bluefor radios, just add "tf_XXXX_" + str _x for each radio. Replace XXX with e.g. anprc148jem. Don't forget the "_" at the end of the tf_XXXX_ bit).
  13. Mh, that'd require some considerably more significant changes to vastly different parts of the code (The UI lives in its own happy little area), but it should be possible. I see the issue with loosing non-whitelisted items, but how would 'locking' work in detail? In general you might still want to access a category, e.g. if you want to replace your non-whitelisted gun with a whitelisted gun. If you're talking about disabling entire categories (i.e. 'this arsenal doesn't allow you to change your gun'), I think I recall reading something along those lines somewhere in/around the vanilla arsenal - I'll investigate this during the next week and see what I can find/come up with.
  14. Not at the moment - I'm thinking about adding black-listing in a future version, but it's not something that the vanilla arsenal supports so I'll have to write it from scratch.
  15. Hey! As this mod tries to be as non-invasive as possible, you'll always have to do some scripting to set up your white lists. IF you don't feel like doing any scripting yourself, the simplest thing would be to start with this script here: http://hastebin.com/tixatuvodu.md , save it into the root (top most) folder of your mission as XLA_RestrictedArsenal.sqf and then put down any object (ammoboxes sort of make sense for this) and put the following into its init field: null = [this] execVM ""XLA_restrictedArsenal.sqf"" The whitelist in my script already has classnames for vanilla ArmA, ACRE, TFAR, AGM,Massis's NATO pack, RH M4/M16 and a few other mods. Simply comment/un-comment lines in the respective lists to disallow/allow them.
  16. This mod has been updated to v1.4 Download the new version (*.zip) here. Changelog: * Fixed addAction added by addVirtual...Cargo * Improved feedback for players when trying to load non-available items * Removed *.rpt spam caused by loading non-available items.
  17. Sort-of. Not in this mod, since this mod is very strictly supposed to be a "fixed" version of the vanilla arsenal. Doing load-on-respawn is something that should be handled by a script - and it probably wouldn't be too difficult. IIRC there's even something similar somewhere in vanilla arma. It's related to Zeus and/or the new A3 respawn/etc modules and it involves giving players a list of loadouts to choose from. If there's enough interest, I might investigate writing a script for that. ---------- Post added at 20:10 ---------- Previous post was at 19:54 ---------- I've just found the cause for this - I apparently accidentally deleted the call responsible for setting that up ;) This will be fixed in v1.4, which will hopefully be released later tonight :) ---------- Post added at 20:19 ---------- Previous post was at 20:10 ---------- Thanks! I don't know if there's one for partial loading, but there is one for composite item handling here: http://feedback.arma3.com/view.php?id=20978 (that's the bug that started this entire mod) and there are a few older issues related to the arsenal, some featuring some of the same ideas, however none of them are quite the same thing as this mod. ---------- Post added at 20:19 ---------- Previous post was at 20:19 ---------- I'll have a look later, but I don't expect it to be arsenal related. Much more likely to simply be a config error, something along the lines of wrong scope.
  18. I just ran your script (I didn't run any mods except for @XLA_FixedArsenal) and I could select grenades and smoke grenades from the arsenal. Looking at the script, it *should* work fine ;)
  19. For performance reasons, my version is case sensitive, which is what I'm guessing is happening to you (if it's only certain items and not everything). That means that if a CfgWeapons entry says "arifle_MX_F" and your whitelist says "arifle_mx_f" it won't work. I'm probably going to change this in v1.4 so that the semantics of loading items match the vanilla version. This is is a nice and apparently mostly unknown feature of keys: You can sign a pbo with multiple keys, giving server admins some choice. The idea with the keys is that I promise to only use the versioned keys to sign that specific version. That way you can enforce version control on your server. Version 1.4 will come with three keys, one 'xla_alexander' one that I'll use to sign all my mods, one "xla_fixedarsenal" that I'll use to sign all (future) versions of the mod and one "xla_fixedarsenal_[VERSION]" that I'll only use for that specific version. N.B. I still had reports that the signatures included with v1.3 didn't work - I'll set up a loca dedi server for testing before I release v1.4 :) np! Supporting ACRE should be as easy as adding "ACRE_PRC148" and "ACRE_PRC343" to your item whitelist - see http://hastebin.com/redilasode.md for an example :)
  20. This mod has been updated to v1.3 Download the new version (*.zip) here. Changelog: * Various fixes with items not loading as expected. (Gear belt items, default magazines, etc) - Thanks to Pundra, Flipped and Midnight for reporting bugs! * Dramatically decreases the time it takes to load/open the "LOAD"/"SAVE" menu. EDIT/PS: Pundra, I didn't get around to testing the addAction for this release - I hope my workaround works for you in the meantime :)
  21. Exactly! Btw, you're free (CC-BY-SA) to use my whitelisting script and adapt it to your needs :)
  22. If you're currently using the 'full' arsenal (e.g. virtually all MP servers and the "Learn->Virtual Arsenal"), then the only difference that you'll see is that you'll be able to load outfits partially, e.g. if you forgot an AGM bandage in an outfit and don't currently have @AGM loaded. You'll then see the outfit that contains the AGM bandage highlighted and when loading it, any items that aren't available will simply not be added (in the case of this example, the agm bandage). To really unlock the power of this mod, you'll need to script yourself a whitelist and call the arsenal function with that whitelist. Here ( http://hastebin.com/redilasode.md ) is an example of what such a script could look like. Assuming you name the script "MyWhitelistScript.sqf" and its in the top folder of your mission, you can then add the following to the init field of an object in the editor: null = [this] execVM "MyWhitelistScript.sqf" Now you're using the full power of the mod - its improved support for whitelisting (fixing a few annoying bugs/'features') and partial loading of outfits that contain non-whitelisted items. This mod does not place any kind of limit on the number of items (e.g. grenades) that one can equip. The mod is designed to giver scripters the necessary tools to stop people from running around in CSAT camo or using AK's (the whitelist script I linked supports NATO SF /Spetznas by massi).
  23. Hey! Thanks for the bug report! Does that call work with the vanilla arsenal? I might have accidentally broken something since I started working on this as a personal one-off solution and I don't use the default addAction. Instead, what I do (and what seems to work, afaik) is this: //_availableSomething is the whitelist for things of type Something. // Populate with predefined items, do not add default "Virtual Arsenal" option [_crate, _availableBackpacks,true,false] call bis_fnc_addVirtualBackpackCargo; [_crate,(_availableGuns + _availableMagazines + _availableAttachments +_availableItems + _availableUniforms + _availableVests + _availableGoggles + _availableHeadgear),true,false] call bis_fnc_addVirtualItemCargo; [_crate, _availableMagazines,true,false] call bis_fnc_addVirtualMagazineCargo; [_crate, (_availableGuns),true,false] call bis_fnc_addVirtualWeaponCargo; _hasAction = _crate getVariable ["XLA_ArsenalAddActionPresent", false]; if (!_hasAction) then { [[_crate, ["<t color='#45B6EA'>Open Armoury", { _box = _this select 0; _unit = _this select 1; ["Open",[nil,_box]] call bis_fnc_arsenal; }, [], 6, true, false, "", "true"]], "addAction",true] call BIS_fnc_MP; _crate setVariable ["XLA_ArsenalAddActionPresent", true, true]; }; I've added your problem to my list of things that I'm looking into for the next (bug-fixing focussed) released - thanks for testing and reporting :) ---------- Post added at 17:20 ---------- Previous post was at 17:16 ---------- Sorry about the key, I must have messed up something during the final packaging for release. (I'll automate this for the next releases, hopefully that'll avoid issues like that). About the belt kit items: That's odd - what bis_fnc_addVirtualXXXXXXInventory function are you using for your whitelist? EDIT: Noticed that myself - probably an issue with my partialreload function - looking at it right now. EDIT2: Done, will be fixed in the next version :) Here's a link to the script that I've been using for whitelisting: http://hastebin.com/usufutiyoy.md
  24. Yes, it seems like especially small rocks and the 'mud' style walls used in most Takistan compounds/etc have a problem with bullet penetration.
  25. This mod has been updated to v1.2. Download the new version (*.zip) here Changelog: * Added support for partial loading. You can now load (whitelisted parts of) saved outfits that contain non-allowed items. * Changed whitelisting behaviour: Player inventory is no longer added to the whitelist.
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