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Posts posted by ImperialAlex
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Already in - interact with someone and you can copy their mapWhat does the "copy map" action actually copy? (Lines placed with the map tool? Markers?)
If I drop a map, will the next guy that picks it up still see my drawings?
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You'll never guess this, but I'm new here....
I've been playing ArmA for quite some time, just never really ended up on the official forums.
"Fixed" Arsenal - an Arsenal-improving workaround
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
EDIT: Updated to v3.1.2
Download (*.zip)
Play with Six
Source Code (Github)
Steam Workshop
This mod improves the way the virtual arsenal works when using 'whitelisting' mode.
The 'white listing' feature of the (vanilla) arsenal allows scripters to determine what items are or are not available.
However, the vanilla white-listing has a few issues. E.g. by default, saved outfits that contain non-whitelisted equipment cannot be loaded.
This mod introduces partial loading, i.e. loading all whitelisted parts of a saved outfit. It also includes fixes and improvements related to the white-listing feature.
Partial Loading
Partial Loading means that outfits that contain non-whitelisted or non-existing (classname not found) items can still be loaded, but any item that is non-whitelisted/not found will be skipped.
If the non-whitelisted item is a uniform, backpack or vest, the currently equipped uniform,backpack or vest (respectively) will be kept.
Outfits that contain non-available (either due to classname-not-found or non-whitelisted) will be greyed out in the virtual arsenal's "load" view.
Optional Semantics Change
In the vanilla arsenal, any item currently equipped by the soldier is automatically available in the arsenal. (Effectively, the white-list was computed as the white list + any current equipment the soldier had). This has two effects: Firstly, it allows players to duplicate items like grenades even if they are not part of the white-list. Secondly, it makes it hard for players and mission designers to predict what items will be available when a certain player visits the arsenal. With v2 of FixedArsenal you can enable or disable this. Disabling is highly recommended since it makes the semantics of loadouts much easier to understand.
Usage
If you don't want to use any of the 'advanced' features, I recommend that you simply substitute "bis_fnc_arsenal" with "xla_fnc_arsenal" and "bis_fnc_get/add/removeVirtual[...]Cargo" with "xla_fnc_get/add/removeVirtual[...]Cargo" in your scripts.
Be aware that this might require the mod to be present on your server, depending on how you initialize ammocrates. (It's recommended to run the mod serverside, too, in order to avoid headaches with function locality).
The 'advanced' features (blacklisting, "sidelisting", custom arsenal text, optional semantics toggle) are best understood by reading the xla_fnc_arsenal header and exploring the included showcase mission's scripts.
Showcase
This mod includes a simple showcase and debugging mission under Play -> Showcases -> XLA | Arsenal Showcase.
Feedback
Feedback is welcome either here in this thread and there's also the issue tracker over on the github page.