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Found 60 results

  1. Hey guys, i'm new with configs so please go easy on me. Im trying to add a new LRPS to the game by taking the old one and adding a new display-name, the NVG vision mode and some mass via config addon. I do not get any Errors, Messages nor rtp-entries, not even script errors. Everything is fine until I'm looking for my scope in the Virtual Arsenal and can't find it. Here is the config.cpp The mods I use are CBA_A3, ACE3, ACEX, and ACRE2 It would be awesome if someone could help me and also explain it.
  2. QS_fnc_clientVAS2VA = { /* File: fn_clientVAS2VA.sqf Author: Quiksilver Last modified: 22/12/2015 ArmA 1.54 by Quiksilver Description: Transfer loadouts from Virtual Ammobox System to Virtual Arsenal ________________________________________________________________*/ if (isDedicated) exitWith {}; if (!isNil {profileNamespace getVariable 'QS_VAStoArsenal'}) exitWith {}; profileNamespace setVariable ['QS_VAStoArsenal',TRUE]; saveProfileNamespace; private [ '_index','_vasLoadout','_vasLoadout_title','_vasLoadout_primary','_vasLoadout_launcher','_vasLoadout_handgun','_vasLoadout_magazines', '_vasLoadout_uniform','_vasLoadout_vest','_vasLoadout_backpack','_vasLoadout_items','_vasLoadout_primItems','_vasLoadout_secItems', '_vasLoadout_handgunItems','_vasLoadout_uItems','_vasLoadout_vItems','_vasLoadout_bItems','_headgearTypes','_headgear','_gogglesTypes', '_binocularTypes','_binocular','_export','_data','_newName','_namespace' ]; _index = 0; _headgear = ''; _goggles = ''; _binocularTypes = ['Rangefinder','Binocular','Laserdesignator','Laserdesignator_02','Laserdesignator_03']; _binocular = ''; _namespace = profileNamespace; for '_x' from 0 to 24 step 1 do { _vasLoadout = profileNamespace getVariable [format ['vas_gear_new_%1',_index],[]]; if (!(_vasLoadout isEqualTo [])) then { _vasLoadout params [ '_vasLoadout_title', '_vasLoadout_primary', '_vasLoadout_launcher', '_vasLoadout_handgun', '_vasLoadout_magazines', '_vasLoadout_uniform', '_vasLoadout_vest', '_vasLoadout_backpack', '_vasLoadout_items', '_vasLoadout_primItems', '_vasLoadout_secItems', '_vasLoadout_handgunItems', '_vasLoadout_uItems', '_vasLoadout_vItems', '_vasLoadout_bItems' ]; { if (['H_',_x,FALSE] call (missionNamespace getVariable 'BIS_fnc_inString')) then { _headgear = _x; }; if (_x in _binocularTypes) then { _binocular = _x; }; } forEach _vasLoadout_items; _export = []; _export = [ [_vasLoadout_uniform,_vasLoadout_uItems], [_vasLoadout_vest,_vasLoadout_vItems], [_vasLoadout_backpack,_vasLoadout_bItems], _headgear, _goggles, _binocular, [_vasLoadout_primary,_vasLoadout_primItems,((getArray (configFile >> 'CfgWeapons' >> _vasLoadout_primary >> 'magazines')) select 0)], [_vasLoadout_launcher,_vasLoadout_secItems,((getArray (configFile >> 'CfgWeapons' >> _vasLoadout_launcher >> 'magazines')) select 0)], [_vasLoadout_handgun,_vasLoadout_handgunItems,((getArray (configFile >> 'CfgWeapons' >> _vasLoadout_handgun >> 'magazines')) select 0)], ['ItemMap','ItemCompass','ItemWatch','ItemRadio','ItemGPS'], [(face player),'',''] ]; _newName = format ['%1 (Imported %2)',_vasLoadout_title,_index]; _data = _namespace getVariable ['bis_fnc_saveInventory_data',[]]; _nameID = _data find _newName; if (_nameID < 0) then { _nameID = count _data; _data set [_nameID,_newName]; }; _data set [_nameID + 1,_export]; _namespace setVariable ['bis_fnc_saveInventory_data',_data]; saveProfileNamespace; }; _index = _index + 1; uiSleep 0.1; }; }; Compile(final) that function with the CfgFunctions library (or whatever compiler you use) and call it in player init (such as initPlayerLocal.sqf or init.sqf). Will run only once per profile. I'm not sure if BI changed the ordering of their Virtual Arsenal inventory loadouts regarding magazines, that could be an issue, someone would have to doublecheck how Arsenal saves/loads inventory, as this function may predate those changes. There also may be a new Laser Designator or Rangefinder class with Apex, if anyone knows the new ones, I'll update the post with it. Use like this: comment "Insert the below line into initPlayerLocal.sqf or init.sqf or wherever your client files initialize from"; call QS_fnc_clientVAS2VA;
  3. I wanted to share this with the community if anyone is interested in it. I got tired of the same old ammo boxes in the game so I wanted something different. This is the Animated Data Terminal from inside the game that works as an Arsenal. I have packed put everything you need into a .rar file including 2 different scripts one that allows one player at a time to use the box and the other for multiple people using the box. Also included is small sample mission. Big thanks to Larrow for the scripting help. Youtube example: video is a bit grainy: https://www.youtube.com/watch?v=H8nmMczqWi4 Download link: https://www.dropbox.com/s/n3dswic30sjtin9/DTA.rar?dl=0 Diesel
  4. Hello all I have some questions and suggestions to developers (and players if you have the answer) 1) Is he expected in the future that the arsenal is equipped with predefined loadout (list of units like in the editor / Zeus, which should not be too difficult to include) rather than having to create a big list we almost never use 2) New official MPmissions / Gamemode planned ? Like classic Warfare/CTI (Already requested by the community it seems), coop, or new game mode (Zeus + players vs AI for example) And two stupid questions: 3) I think I know the answer but still raises the question : New vehicles of control mode ? (like the classic control of Arma:CWC, with the mouse to point the direction, particularly for aircraft) 4) During the game, it often happens that someone is AFK temporarily, there is a command for the AI take control of the character temporarily? (like Intro / Outro in editor) Thank you ;) P.S : Sorry if my english is bad =S
  5. When you place a vehicle on the map, it would be nice if there was a clear arsenal button inside the arsenal editing screen for the vehicle. Now, designer has to manually remove every item by pressing minus sign multiple times (a lot!). Thanks.
  6. In Vanilla Arma 1.58, place an ammo bearer as player, place a crate with arsenal in init field: this addAction [">Arsenal", {["Open",true] spawn BIS_fnc_arsenal}]; preview open arsenal and remove all magazines from the backpack or remove them from inventory, close arsenal eventually, re-open arsenal: all magazines are present in the backpack, refilled at full. Is it possible to let the loadout as it was before opening Arsenal? It's a waste of time for any custom config to remove what should be not here. Or at least add an option: - auto refill according to the type of unit; - do not auto refill at Arsenal opening NB: This feature occurs only for the backpack... vest and uniform are not automatically refilled. Thanks
  7. Steps to reproduce : Create a playable unit. Turn on respawn under multiplayer options. Set custom loadout by using Arsenal feature on that unit. Start multiplayer game. Kill your character. After respawn your character defaults to default loadout. This is applicable to Eden editor. Arsenal feature is unusable if loadout doesn't persist after respawn.
  8. Good day, I have been searching this forum for a solution but either I can't find it or it is not yet here. I belong to a small group of modders and we have done our own smoke grenade and dinamite models and added them succesfuly into an also custom cratebox. We can then lay down the cratebox in the editor and access these items from there, or by putting them directly into a custom faction soldier's inventory. However, we cannot see them in the virtual arsenal, and would really appreciate it if someone could point us in the right direction. Here are the configs: (DINAMITE): class CfgPatches { class go9_dinamita { units[] = {}; weapons[] = {}; requiredVersion = 1.0.0; requiredAddons[] = {"A3_Weapons_F","A3_Modules_F_Misc"}; }; }; class cfgAmmo { class SatchelCharge_Remote_Ammo; class Dinamita: SatchelCharge_Remote_Ammo { author = "RealityTeamMod"; scope = 2; displayName="Carga de Dinamita"; picture = "\go9_dinamita\data\ico\dinamita.paa"; hit=8000; indirectHit=8000; indirectHitRange=15; deflecting = 25; model = "\go9_dinamita\go9_dinamita.p3d"; mineModelDisabled = "\go9_dinamita\go9_dinamita.p3d"; soundHit[] = {"A3\Sounds_F\arsenal\explosives\mines\Explosive_Charge_01",3.1622777,1,1500}; defaultMagazine = "DinamitaM"; ExplosionEffects = "MineNondirectionalExplosion"; CraterEffects = "MineNondirectionalCrater"; whistleDist = 32; mineInconspicuousness = 5; mineTrigger = "RemoteTrigger"; triggerWhenDestroyed = 0; }; class Dinamita_Scripted: SatchelCharge_Remote_Ammo { triggerWhenDestroyed = 1; }; }; class cfgMagazines { class SatchelCharge_Remote_Mag; class DinamitaM: SatchelCharge_Remote_Mag { author = "Reality Team Mod"; scope = 2; mass = 12; displayName="Carga de dinamita"; picture = "\go9_dinamita\data\ico\dinamita.paa"; model = "\go9_dinamita\go9_dinamita.p3d"; ammo = "Dinamita"; descriptionShort = "¡Cuidado con los dedos!"; class Library { libTextDesc = "Carga de dinamita"; }; }; }; (SMOKE GRENADE): class CfgPatches { class go9_granada_s_v { units[] = {}; weapons[] = {"granada_humo_throw"}; requiredAddons[] = {"A3_weapons_F"}; }; }; class cfgAmmo { class Default; // External class reference class Grenade : Default {}; class GrenadeHand : Grenade {}; class SmokeShell: GrenadeHand {}; class go9_granada_Sammo_b: SmokeShell { model = "\go9_granada_s_v\go9_granada_s_v.p3d"; timeToLive = 80; smokeColor[] = {1,1,1,1}; effectsSmoke = "SmokeShellWhiteEffect"; }; class go9_granada_Sammo_v: SmokeShell { model = "\go9_granada_s_v\go9_granada_s_v.p3d"; timeToLive = 80; smokeColor[] = {0.2125,0.6258,0.48909998,1}; effectsSmoke = "SmokeShellGreenEffect"; }; class go9_granada_Sammo_r: SmokeShell { model = "\go9_granada_s_v\go9_granada_s_v.p3d"; timeToLive = 80; smokeColor[] = {0.8438,0.1383,0.1353,1}; effectsSmoke = "SmokeShellRedEffect"; }; }; class cfgMagazines { class Default; // External class reference class CA_Magazine : Default {}; class HandGrenade : CA_Magazine {}; class SmokeShell : HandGrenade {}; class go9_granada_Sshell_b: SmokeShell { author = "RealityTeamMod"; scope = 2; displayName = "Granada S Blanco"; displayNameShort = "Humo Blanco"; picture = "\go9_granada_s_v\data\ico\go9_granada_s_blanco.paa"; model = "\go9_granada_s_v\go9_granada_s_v.p3d"; ammo = "go9_granada_Sammo_b"; descriptionShort = "Granada S de humo blanco RTM"; }; class go9_granada_Sshell_r: SmokeShell { author = "RealityTeamMod"; scope = 2; displayName = "Granada S Rojo"; displayNameShort = "Humo Rojo"; picture = "\go9_granada_s_v\data\ico\go9_granada_s_rojo.paa"; model = "\go9_granada_s_v\go9_granada_s_v.p3d"; ammo = "go9_granada_Sammo_r"; descriptionShort = "Granada S de humo rojo RTM"; }; class go9_granada_Sshell_v: SmokeShell { author = "RealityTeamMod"; scope = 2; displayName = "Granada S Verde"; displayNameShort = "Humo Verde"; picture = "\go9_granada_s_v\data\ico\go9_granada_s_verde.paa"; model = "\go9_granada_s_v\go9_granada_s_v.p3d"; ammo = "go9_granada_Sammo_v"; descriptionShort = "Granada S de humo verde RTM"; }; }; class cfgWeapons { class Default; class GrenadeLauncher : Default {}; class Throw : GrenadeLauncher {}; class go9_granada_Sthrow : Throw { displayname = "Throw"; baseWeapon = "go9_granada_Sthrow" scope = 2; scopeCurator = 2; scopeArsenal = 2; muzzles[] = {"go9_granada_S_Muzzle"}; class ThrowMuzzle: GrenadeLauncher { aidispersioncoefx = 6; aidispersioncoefy = 6; autoreload = 1; cursor = "EmptyCursor"; cursoraim = "throw"; enableattack = 0; keepininventory = 1; magazinereloadtime = 0; maxrange = 60; maxrangeprobab = 0.03; midrange = 45; midrangeprobab = 0.9; minrange = 10; minrangeprobab = 0.2; modeloptics = ""; reloadsound[] = {"", 0.000316228, 1}; reloadtime = 0; showempty = 0; sound[] = {"", 0.000316228, 1}; }; class go9_granada_S_Muzzle: ThrowMuzzle { magazines[] = {"go9_granada_Sshell_b","go9_granada_Sshell_r","go9_granada_Sshell_v"}; }; }; }; Thank you for your time in advance! Peace out B)
  9. Recently after the new update the Arsenal has stop showing us what item belongs to what mods with their icon. Before this update we were able to see in Arsenal. Specially with RHS mods and other weapon type mods we were easily able to define what mods do they belong to. We no longer have this option. Can someone check it please.
  10. So I was previewing a scenario earlier and the power went out, and so did my PC. After starting up and everything, I booted up Arma 3 to get that "Welcome" message you get when you play it for the first time. I shrugged it off and went into the editor and saw that all of the arsenal loadouts were gone. Everything else seems to be intact, the campaign and any other scenarios are marked as done and everything. I validated the steam files, started up again and got the upcoming updates (Nexus, expansion) message, and yeah, the arsenal is still empty of loadouts. Any leads? EDIT: VR Training seems to have been reset as well as my best times on Firing Drills and lap times.
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