Jump to content

Search the Community

Showing results for tags 'fix'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • BOHEMIA INTERACTIVE
    • BOHEMIA INTERACTIVE - NEWS
    • BOHEMIA INTERACTIVE - JOBS
    • BOHEMIA INTERACTIVE - GENERAL
  • FEATURED GAMES
    • Arma Reforger
    • Vigor
    • DAYZ
    • ARMA 3
    • ARMA 2
    • YLANDS
  • MOBILE GAMES
    • ARMA MOBILE OPS
    • MINIDAYZ
    • ARMA TACTICS
    • ARMA 2 FIRING RANGE
  • BI MILITARY GAMES FORUMS
  • BOHEMIA INCUBATOR
    • PROJECT LUCIE
  • OTHER BOHEMIA GAMES
    • ARGO
    • TAKE ON MARS
    • TAKE ON HELICOPTERS
    • CARRIER COMMAND: GAEA MISSION
    • ARMA: ARMED ASSAULT / COMBAT OPERATIONS
    • ARMA: COLD WAR ASSAULT / OPERATION FLASHPOINT
    • IRON FRONT: LIBERATION 1944
    • BACK CATALOGUE
  • OFFTOPIC
    • OFFTOPIC
  • Die Hard OFP Lovers' Club's Topics
  • ArmA Toolmakers's Releases
  • ArmA Toolmakers's General
  • Japan in Arma's Topics
  • Arma 3 Photography Club's Discussions
  • The Order Of the Wolfs- Unit's Topics
  • 4th Infantry Brigade's Recruitment
  • 11th Marine Expeditionary Unit OFFICIAL | 11th MEU(SOC)'s 11th MEU(SOC) Recruitment Status - OPEN
  • Legion latina semper fi's New Server Legion latina next wick
  • Legion latina semper fi's https://www.facebook.com/groups/legionlatinasemperfidelis/
  • Legion latina semper fi's Server VPN LEGION LATINA SEMPER FI
  • Team Nederland's Welkom bij ons club
  • Team Nederland's Facebook
  • [H.S.O.] Hellenic Special Operations's Infos
  • BI Forum Ravage Club's Forum Topics
  • Exilemod (Unofficial)'s General Discussion
  • Exilemod (Unofficial)'s Scripts
  • Exilemod (Unofficial)'s Addons
  • Exilemod (Unofficial)'s Problems & Bugs
  • Exilemod (Unofficial)'s Exilemod Tweaks
  • Exilemod (Unofficial)'s Promotion
  • Exilemod (Unofficial)'s Maps - Mission Files
  • TKO's Weferlingen
  • TKO's Green Sea
  • TKO's Rules
  • TKO's Changelog
  • TKO's Help
  • TKO's What we Need
  • TKO's Cam Lao Nam
  • MSOF A3 Wasteland's Server Game Play Features
  • MSOF A3 Wasteland's Problems & Bugs
  • MSOF A3 Wasteland's Maps in Rotation
  • SOS GAMING's Server
  • SOS GAMING's News on Server
  • SOS GAMING's Regeln / Rules
  • SOS GAMING's Ghost-Town-Team
  • SOS GAMING's Steuerung / Keys
  • SOS GAMING's Div. Infos
  • SOS GAMING's Small Talk
  • NAMC's Topics
  • NTC's New Members
  • NTC's Enlisted Members
  • The STATE's Topics
  • CREATEANDGENERATION's Intoduction
  • CREATEANDGENERATION's HAVEN EMPIRE (NEW CREATORS COMMUNITY)
  • HavenEmpire Gaming community's HavenEmpire Gaming community
  • Polska_Rodzina's Polska_Rodzina-ARGO
  • Carrier command tips and tricks's Tips and tricks
  • Carrier command tips and tricks's Talk about carrier command
  • ItzChaos's Community's Socials
  • Photography club of Arma 3's Epic photos
  • Photography club of Arma 3's Team pics
  • Photography club of Arma 3's Vehicle pics
  • Photography club of Arma 3's Other
  • Spartan Gamers DayZ's Baneados del Servidor
  • Warriors Waging War's Vigor
  • Tales of the Republic's Republic News
  • Operazioni Arma Italia's CHI SIAMO
  • [GER] HUSKY-GAMING.CC / Roleplay at its best!'s Starte deine Reise noch heute!
  • empire brotherhood occult +2349082603448's empire money +2349082603448
  • NET88's Twitter

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Website URL


Yahoo


Jabber (xmpp)


Skype


Biography


Twitter


Google+


Youtube


Vimeo


Xfire


Steam url id


Raptr


MySpace


Linkedin


Tumblr


Flickr


XBOX Live


PlayStation PSN


Origin


PlayFire


SoundCloud


Pinterest


Reddit


Twitch.Tv


Ustream.Tv


Duxter


Instagram


Location


Interests


Interests


Occupation

Found 39 results

  1. So thanks to Commy on Arma 3 Discord, we have finally been able to fix the issue whereby Zeus would not show some of our units, objects or buildings Here's how to ensure your items show up in Zeus 1. make sure each item has scope = 2; scopecurator =2; 2. make sure in the cfgpatches class, units[] has a full set of working classes listed with no mistakes/ scope 0 objects, or incorrect classnames - see example 3. if vehicle has scopeCurator = 2 & is present in cfgPatches but crew is scope = 1; or scopeCurator = 0 or not present in cfgPatches or crew = ""; or the crew pbo is not preloaded, then the whole vehicle is not visible in zeus. 4. make sure your cfgpatches class name is in preloadaddons list[] in cfgaddons. The downside to preloading all of your addons, is that it uses a lot of RAM. So choose the best set of mods that you really need for Zeus. Beware in more complex mod packs, you might have multiple instances of cfgaddons throughout your config family. In this case, if you accidentally duplicate a class of cfgpatches in your list[] array, the entire list in that instance of cfgaddons will fail to load in Zeus. For this reason I recommend having only one cfgaddons class in your mod, with a full list of your correct cfgpatches classnames in the list, OR only have one cfgpatches entry in your list and have one cfgaddons class containing that list in each of your pbo /addons. So distributed or centralised, but don't mix the two approaches. You can use configviewer to browse cfgaddons to see which classes are loaded In the example below, all of our cfgpatches classes are listed in one single central list in class cfgaddons { class preloadaddons {class unsung { list[]= {etc}; }; };}; and that's it! simple. demo example of the distributed way of doing it, (as opposed to the equally valid centralised way shown above in config editor) class CfgPatches { class UNS_Buildings { units[] = { "LAND_UNS_Hootch" }; }; }; class CfgAddons { class PreloadAddons { class UNS_Buildings { list[] = { "UNS_Buildings" }; }; }; }; class CfgVehicles { class House; class LAND_UNS_Hootch: House { scope = 2; scopeCurator = 2; vehicleClass = "aa_uns_buildings_W"; editorSubcategory = "aa_uns_buildings_W"; editorCategory = "UNS_All_Obj"; displayName = "Hootch"; //etc }; };
  2. I'm not good at using forums sorry for that, Here is the problem; I downloaded two different scripts but they both have the same named files..... I think they called "demo mission/script" can someone please explain to me that how can I get this work? Thank you! :^)
  3. Hi, There are many people having problem with buldozer, so if you still cannot open it I will show you how i made it, so maby it will work fine. Before we start, unfortunately you need to do this AT EVERY COMPUTER STARUP, RESTART ETC. Pssst if you can't move in buldozer just wait. 1.Open Arma Tools, go to Preferences and choose Buldozer Configurator. 2.Now DO NOT change anything just leave everything as it is and press APPLY CONFIGURATION and OK. 3. Open Object Builder or Terrain Builder (depends what are you going to use if both you need to open both). 4.1. In Object Builder go to File->Options and click on External Viewer and enter value: yourdisk:\yoursteamfolder\steamapps\common\Arma 3\arma3.exe -buldozer -name=Buldozer -window -noLand -exThreads=0 -noLogs -noAsserts -cfg=buldozer.cfg 4.2 In Terrain Builder go to Tools->Preferences, in "exe file path" enter: yourdisk:\yoursteamfolder\steamapps\common\Arma 3\arma3.exe and in "Launch Parameters" enter :-buldozer -name=Buldozer -window -exThreads=0 -disableSteam -noAsserts -cfg=p:\buldozer.cfg -showScriptErrors 5. Now everything should work fine to the next computer restart. Remember you need to do this everytime you restart it!!! I hope it'll help you. All the best, DesantBucie
  4. This is the Tactical AK-74 With Magpul Gear original made by hotshotmike1001 back in 2013 ,orignal post here:https://forums.bistudio.com/forums/topic/159757-tactical-ak-74-with-magpul-gear/. Unfortunately Mike himself became non-actviated on Arma3 since 2015 and left many his weapon made un-fixed with lack of new sound effect and some features, so I made a fixed version of one of his AK-74 mod here, all credits to the orignal modder hotshotmike1001 The thing I fixed: -fixed non-weapon sound issue since the update after 1.24 -added compatibility for ACE3 visable laser pointer(need to have ACE3 installed if you want to use this feature) -added mod icon made by myself -change the weapon sounds for better feeling in game(firing sound, reload sound, change mode sound etc) -all others remain unchanged, for future testing Know issue: An pop up window would showed when choose this weapon from Arsenal about "RHS" if you use this mod with RHS, but so far it is not really effect to any futures about the weapon, just ignore it now, I would fixed it when I find the reason. Future plans: -Fixed other weapons that long abandoned by the orignal makers -maybe change some of the weapon models and animation if I could found my team one man who could did it(Yes I am asking for help) -add some other useful features -if possible, found the orignal makers Please report any bugs you found and enjoy. Workshop Link: http://steamcommunity.com/sharedfiles/filedetails/?id=1121207260
  5. This PBO fixes an issue introduced in the latest A3 main branch hotfix (build 142223) which breaks the EtelkaNarrowMediumPro font used for marker text on the map/GPS/in editor/etc. Here's an image of the bug: What it should look like (pre-142223): The config fix is very simple. The fonts[] definition was edited for the config.bin inside uifonts_f.pbo. All I did was rollback the changes that were made in the build 142223 hotfix. class CfgFontFamilies { class EtelkaNarrowMediumPro { fonts[] = {"A3\Uifonts_f\Data\Fonts\EtelkaNarrowMediumPro\EtelkaNarrowMediumPro6","A3\Uifonts_f\Data\Fonts\EtelkaNarrowMediumPro\EtelkaNarrowMediumPro7","A3\Uifonts_f\Data\Fonts\EtelkaNarrowMediumPro\EtelkaNarrowMediumPro8","A3\Uifonts_f\Data\Fonts\EtelkaNarrowMediumPro\EtelkaNarrowMediumPro9","A3\Uifonts_f\Data\Fonts\EtelkaNarrowMediumPro\EtelkaNarrowMediumPro10","A3\Uifonts_f\Data\Fonts\EtelkaNarrowMediumPro\EtelkaNarrowMediumPro11","A3\Uifonts_f\Data\Fonts\EtelkaNarrowMediumPro\EtelkaNarrowMediumPro12","A3\Uifonts_f\Data\Fonts\EtelkaNarrowMediumPro\EtelkaNarrowMediumPro13","A3\Uifonts_f\Data\Fonts\EtelkaNarrowMediumPro\EtelkaNarrowMediumPro14","A3\Uifonts_f\Data\Fonts\EtelkaNarrowMediumPro\EtelkaNarrowMediumPro15","A3\Uifonts_f\Data\Fonts\EtelkaNarrowMediumPro\EtelkaNarrowMediumPro16","A3\Uifonts_f\Data\Fonts\EtelkaNarrowMediumPro\EtelkaNarrowMediumPro17","A3\Uifonts_f\Data\Fonts\EtelkaNarrowMediumPro\EtelkaNarrowMediumPro18","A3\Uifonts_f\Data\Fonts\EtelkaNarrowMediumPro\EtelkaNarrowMediumPro19","A3\Uifonts_f\Data\Fonts\EtelkaNarrowMediumPro\EtelkaNarrowMediumPro20","A3\Uifonts_f\Data\Fonts\EtelkaNarrowMediumPro\EtelkaNarrowMediumPro21","A3\Uifonts_f\Data\Fonts\EtelkaNarrowMediumPro\EtelkaNarrowMediumPro22","A3\Uifonts_f\Data\Fonts\EtelkaNarrowMediumPro\EtelkaNarrowMediumPro23","A3\Uifonts_f\Data\Fonts\EtelkaNarrowMediumPro\EtelkaNarrowMediumPro24","A3\Uifonts_f\Data\Fonts\EtelkaNarrowMediumPro\EtelkaNarrowMediumPro25","A3\Uifonts_f\Data\Fonts\EtelkaNarrowMediumPro\EtelkaNarrowMediumPro26","A3\Uifonts_f\Data\Fonts\EtelkaNarrowMediumPro\EtelkaNarrowMediumPro27","A3\Uifonts_f\Data\Fonts\EtelkaNarrowMediumPro\EtelkaNarrowMediumPro28","A3\Uifonts_f\Data\Fonts\EtelkaNarrowMediumPro\EtelkaNarrowMediumPro29","A3\Uifonts_f\Data\Fonts\EtelkaNarrowMediumPro\EtelkaNarrowMediumPro30","A3\Uifonts_f\Data\Fonts\EtelkaNarrowMediumPro\EtelkaNarrowMediumPro31","A3\Uifonts_f\Data\Fonts\EtelkaNarrowMediumPro\EtelkaNarrowMediumPro34","A3\Uifonts_f\Data\Fonts\EtelkaNarrowMediumPro\EtelkaNarrowMediumPro35","A3\Uifonts_f\Data\Fonts\EtelkaNarrowMediumPro\EtelkaNarrowMediumPro37","A3\Uifonts_f\Data\Fonts\EtelkaNarrowMediumPro\EtelkaNarrowMediumPro46"}; }; }; And finally here's a download link to the PBO: https://www.dropbox.com/s/25kecsxrc4yda4w/bsm_marker_font_fix.pbo?dl=0
  6. i fixed it by uninstalling the game on steam (110 something mb) since it doesn't contain the whole game by "redeem" the game on the official website you will get it in your steam libary. use your steam authenticator to redeem it. and tadaaaa! done! you are ready to play!
  7. So I've had this issue with my old headphones (G430) and also my new ones (HyperX Cloud 2). Both are USB headsets that have "virtual surround sound" 5.1/7.1. For all triggered audio fanatics, yes I'm aware it is not "true" 7.1 - regardless - in almost all games or media the surround experience with these headsets is great - except in Arma 3 (I believe the issue appeared shortly after the Marksman DLC). Still is fine with Arma 2 btw. Symptoms: Some of the symptoms are that the frontal audio is almost inaudible and often instead of right-front/left-front audio you only have clicks or stuttering. Especially incoming fire is extremely difficult to detect and barely noticeable, so bad that I really thought that the weapon sounds in A3 were awful and the whole "soundscape" thing was just a laughable gimmick. Pressing the big red 7.1 button on the HyperX did not change anything, neither did any fiddling around with Windows settings etc. Solution: So there have been numerous threads, tickets and discussions on this issue - up till now I haven't found any viable solution. While searching the vast plains and valleys of the WWW, I stumbled over this old article from PC Gamer about some "Razer Surround" software. After reading up and also seeing other positive reviews I decided to install it. Razer Surround Personalized 7.1 Gaming Audio Software EDIT: Update for anyone reading this in 2021 - Razer Surround now also needs an activation key, which only is delivered with a Razer Kraken Headset, so there is no more benefit to it. Instead I've had success activating Windows Sonic and using the Dolby Atmos app. They both correct these issues as well. Positive: My USB 7.1 surround sound issues with Arma 3 are solved, the sound is incredible and clear as it never was. Positional audio is correctly reflected in game and when testing with positional audio (Say3D), as well as vehicle and live rounds. The difference was astounding. This is probably how Arma 3 is supposed to sound in the first place. There is a USD 20 "pro" version that let's you fine tune your settings, but the default settings already are fine for me. Negative: You need to register an email and password to use the software. A horrible horrible thing that has zero benefits, but any 24h disposable mail address will suffice to get it activated (just like with NVidia drivers - which is just as annoying). You need to be logged in and online to receive updates. Program must run in the background (does not have noticeable impact on performance). Disclaimer: This is all under Windows 7, perhaps 8 as well, with Windows 10 the latest creators update might solve this issue, as I do not have it I can't tell. If this solution has already been posted somewhere, I guess I haven't stumbled over this information, although I've spent about a week trying to resolve this issue. In that case, mea culpa. I am not affiliated with Razer in any way.
  8. I noticed an oddity with the new update (1.70) in relation to FOV changes and helicopter velocities and set out to fix it. I have that fix for you down below, but I'll also quickly explain the issue and how I got about fixing it for those who are curious. The problem: When you're piloting a helicopter (from first person) you get a noticeable FOV decrease (seen visually as an involuntary "zoom in") if you exceed a certain airspeed in some airframes. This FOV decrease can be very jarring, as it interferes with a pilot's intuition in a specific airframe and with their ability to judge distance, velocity, and dimensionality at a glance. I have a sample video here that shows off the issue. It may not look too terrible when watching someone else, but if you're reasonably proficient with any given airframe and attempt to take it up in this update you will immediately see what I mean. How I fixed it: I first tried looking through the config.cpp for air_f.pbo, but couldn't spot anything obvious on a simple first pass. I instead took that config.cpp from 1.70, and the same config.cpp from 1.68 and did a file comparison. From there it was easy to guess which config change introduced the FOV issue. I then quickly wrote up a config addon to remedy this issue for my own singleplayer shenanigans. Here's the source for the config fix: class CfgVehicles { class AllVehicles; class Air: AllVehicles { class ViewPilot; }; class Helicopter: Air { class ViewPilot: ViewPilot { speedZoomMaxSpeed = 1000000; }; }; }; And finally here's a download for the PBO that does the fixing: https://www.dropbox.com/s/l05796h0v1c55vl/bsm_helo_fov_fix.pbo
  9. An addon that returns ArmA zoom feature to Veteran mod. Serverkey included. No file replacement needed. Download: https://www.dropbox.com/s/kwj0turbctxabpt/%40veteranus.rar?dl=0 Steam Workshop page: http://steamcommunity.com/sharedfiles/filedetails/?id=757779650
  10. Hello. I have been having an error ever since workshop modding came out where I cannot access any of my workshop mods at all, whether through the launcher or by moving them into the directory so I can control them manually. Steam frequently updates and downloads workshop content as necessary, but there is no way for me to use it and it is incredibly frustrating. For more info, I had my Arma directory located on my C: Drive but got a new HD and decided to port it to my E: as mod content was taking up so much space. I have re-installed numerous times, to no avail. Please let me know if I can fix this, or there is a steam issue.
  11. Fellow members, I am working on a tweaked realism version of the beautiful mod GWAR3 made by GossamerSolid. I noticed after patch 1.54 the attachment purchasing is broken. I am still investigating this issue but maybe someone here more experienced can point me to the right direction. Sorry for the long ass code but I want to avoid giving too few info. The attachment part is processed in line 502. Thank you for your time. disableSerialization; _display = _this select 0; //Block UI for network call _netBlockBGCTRL = _display displayCtrl 1110; _netBlockBGCTRL ctrlShow true; _netBlockTextCTRL = _display displayCtrl 1111; _netBlockTextCTRL ctrlShow true; //Vars GW_PUREQUIP_CHANGEDCATEGORY = false; GW_PUREQUIP_PRIMARYLISTCHANGED = false; GW_PUREQUIP_CONTAINERCHANGED = false; GW_PUREQUIP_PURCHASEEQUIPMENT = false; GW_PUREQUIP_REDRAWINV = false; GW_PUREQUIP_RECALC_TOTAL = false; GW_PUREQUIP_RECALC_MASS = false; GW_PUREQUIP_LOADTEMPLATE = false; GW_PUREQUIP_GETTEMPLATES = false; GW_PUREQUIP_UPDATETEMPLATE = false; GW_PUREQUIP_DELETETEMPLATE = false; GW_PUREQUIP_SAVENEWTEMPLATE = false; GW_PUREQUIP_CONTAINERSEL = -1; GW_PUREQUIP_TOTALCOST = 0; GW_PUREQUIP_MAINLIST = []; GW_PUREQUIP_SECONDLIST = []; GW_PUREQUIP_ATTACHLIST = []; GW_PUREQUIP_CURRENTTEMPLATE = []; GW_PUREQUIP_TYPE_ITEM = 131072; GW_PUREQUIP_UNIFORM_CURR = 0; GW_PUREQUIP_UNIFORM_MAX = 0; GW_PUREQUIP_VEST_CURR = 0; GW_PUREQUIP_VEST_MAX = 0; GW_PUREQUIP_BACKPACK_CURR = 0; GW_PUREQUIP_BACKPACK_MAX = 0; //Redraw template inventory fnc_purequip_redrawInventory = { private["_parentDisplay"]; disableSerialization; _parentDisplay = _this select 0; _uniformCTRL = _parentDisplay displayCtrl 1200; _vestCTRL = _parentDisplay displayCtrl 1201; _backpackCTRL = _parentDisplay displayCtrl 1202; _headgearCTRL = _parentDisplay displayCtrl 1203; _faceCTRL = _parentDisplay displayCtrl 1204; _nvgCTRL = _parentDisplay displayCtrl 1205; _binocsCTRL = _parentDisplay displayCtrl 1206; _mapCTRL = _parentDisplay displayCtrl 1222; _gpsCTRL = _parentDisplay displayCtrl 1223; _radioCTRL = _parentDisplay displayCtrl 1224; _compassCTRL = _parentDisplay displayCtrl 1225; _watchCTRL = _parentDisplay displayCtrl 1226; _primaryCTRL = _parentDisplay displayCtrl 1207; _primaryMuzCTRL = _parentDisplay displayCtrl 1210; _primarySideCTRL = _parentDisplay displayCtrl 1211; _primaryTopCTRL = _parentDisplay displayCtrl 1208; _primaryBipodCTRL = _parentDisplay displayCtrl 1209; _secondaryCTRL = _parentDisplay displayCtrl 1212; _secondaryMuzCTRL = _parentDisplay displayCtrl 1213; _secondarySideCTRL = _parentDisplay displayCtrl 1214; _secondaryTopCTRL = _parentDisplay displayCtrl 1215; _secondaryBipodCTRL = _parentDisplay displayCtrl 1216; _handgunCTRL = _parentDisplay displayCtrl 1217; _handgunMuzCTRL = _parentDisplay displayCtrl 1218; _handgunSideCTRL = _parentDisplay displayCtrl 1219; _handgunTopCTRL = _parentDisplay displayCtrl 1220; _handgunBipodCTRL = _parentDisplay displayCtrl 1221; _removeUniformCTRL = _parentDisplay displayCtrl 1606; _removeVestCTRL = _parentDisplay displayCtrl 1607; _removeBackpackCTRL = _parentDisplay displayCtrl 1608; //Uniform _uniformPic = "\A3\ui_f\data\gui\Rsc\RscDisplayGear\ui_gear_uniform_gs.paa"; _uniformTT = "No Uniform"; _uniformClass = (GW_PUREQUIP_CURRENTTEMPLATE select 4) select 0; if (_uniformClass != "") then { _uniformPic = getText (configFile >> "CfgWeapons" >> _uniformClass >> "Picture"); _uniformTT = getText (configFile >> "CfgWeapons" >> _uniformClass >> "DisplayName"); _itemIndex = [_uniformClass, 0, GW_EQUIP_UNIFORMS] Call fnc_shr_arrayGetIndex; if (_itemIndex != -1) then {_uniformTT = _uniformTT + format[" - $%1",(GW_EQUIP_UNIFORMS select _itemIndex) select 1]}; _removeUniformCTRL ctrlShow true; } else {_removeUniformCTRL ctrlShow false}; _uniformCTRL ctrlSetText _uniformPic; _uniformCTRL ctrlSetTooltip _uniformTT; //Vest _vestPic = "\A3\ui_f\data\gui\Rsc\RscDisplayGear\ui_gear_vest_gs.paa"; _vestTT = "No Vest"; _vestClass = (GW_PUREQUIP_CURRENTTEMPLATE select 5) select 0; if (_vestClass != "") then { _vestPic = getText (configFile >> "CfgWeapons" >> _vestClass >> "Picture"); _vestTT = getText (configFile >> "CfgWeapons" >> _vestClass >> "DisplayName"); _itemIndex = [_vestClass, 0, GW_EQUIP_VESTS] Call fnc_shr_arrayGetIndex; if (_itemIndex != -1) then {_vestTT = _vestTT + format[" - $%1",(GW_EQUIP_VESTS select _itemIndex) select 1]}; _removeVestCTRL ctrlShow true; } else {_removeVestCTRL ctrlShow false}; _vestCTRL ctrlSetText _vestPic; _vestCTRL ctrlSetTooltip _vestTT; //Backpack _backpackPic = "\A3\ui_f\data\gui\Rsc\RscDisplayGear\ui_gear_backpack_gs.paa"; _backpackTT = "No Backpack"; _backClass = (GW_PUREQUIP_CURRENTTEMPLATE select 6) select 0; if (_backClass != "") then { _backpackPic = getText (configFile >> "CfgVehicles" >> _backClass >> "Picture"); _backpackTT = getText (configFile >> "CfgVehicles" >> _backClass >> "DisplayName"); _itemIndex = [_backClass, 0, GW_EQUIP_BACKPACKS] Call fnc_shr_arrayGetIndex; if (_itemIndex != -1) then {_backpackTT = _backpackTT + format[" - $%1",(GW_EQUIP_BACKPACKS select _itemIndex) select 1]}; _removeBackpackCTRL ctrlShow true; } else {_removeBackpackCTRL ctrlShow false}; _backpackCTRL ctrlSetText _backpackPic; _backpackCTRL ctrlSetTooltip _backpackTT; //Headgear _headgearPic = "\A3\ui_f\data\gui\Rsc\RscDisplayGear\ui_gear_helmet_gs.paa"; _headgearTT = "No Headgear"; _headClass = GW_PUREQUIP_CURRENTTEMPLATE select 0; if (_headClass != "") then { _headgearPic = getText (configFile >> "CfgWeapons" >> _headClass >> "Picture"); _headgearTT = getText (configFile >> "CfgWeapons" >> _headClass >> "DisplayName"); _itemIndex = [_headClass, 0, GW_EQUIP_HEADGEAR] Call fnc_shr_arrayGetIndex; if (_itemIndex != -1) then {_headgearTT = _headgearTT + format[" - $%1",(GW_EQUIP_HEADGEAR select _itemIndex) select 1]}; }; _headgearCTRL ctrlSetText _headgearPic; _headgearCTRL ctrlSetTooltip _headgearTT; //Facewear _facePic = "\A3\ui_f\data\gui\Rsc\RscDisplayGear\ui_gear_glasses_gs.paa"; _faceTT = "No Facewear"; _faceClass = GW_PUREQUIP_CURRENTTEMPLATE select 1; if (_faceClass != "") then { _facePic = getText (configFile >> "CfgGlasses" >> _faceClass >> "Picture"); _faceTT = getText (configFile >> "CfgGlasses" >> _faceClass >> "DisplayName"); _itemIndex = [_faceClass, 0, GW_EQUIP_FACEWEAR] Call fnc_shr_arrayGetIndex; if (_itemIndex != -1) then {_faceTT = _faceTT + format[" - $%1",(GW_EQUIP_FACEWEAR select _itemIndex) select 1]}; }; _faceCTRL ctrlSetText _facePic; _faceCTRL ctrlSetTooltip _faceTT; //NVG _nvgPic = "\A3\ui_f\data\gui\Rsc\RscDisplayGear\ui_gear_nvg_gs.paa"; _nvgTT = "No Head Mounted Display"; _nvgClass = GW_PUREQUIP_CURRENTTEMPLATE select 3; if (_nvgClass != "") then { _nvgPic = getText (configFile >> "CfgWeapons" >> _nvgClass >> "Picture"); _nvgTT = getText (configFile >> "CfgWeapons" >> _nvgClass >> "DisplayName"); _itemIndex = [_nvgClass, 0, GW_EQUIP_OTHERS] Call fnc_shr_arrayGetIndex; if (_itemIndex != -1) then {_nvgTT = _nvgTT + format[" - $%1",(GW_EQUIP_OTHERS select _itemIndex) select 1]}; }; _nvgCTRL ctrlSetText _nvgPic; _nvgCTRL ctrlSetTooltip _nvgTT; //Binoculars _binocsPic = "\A3\ui_f\data\gui\Rsc\RscDisplayGear\ui_gear_binocular_gs.paa"; _binocsTT = "No Binocular"; _binocClass = GW_PUREQUIP_CURRENTTEMPLATE select 2; if (_binocClass != "") then { _binocsPic = getText (configFile >> "CfgWeapons" >> _binocClass >> "Picture"); _binocsTT = getText (configFile >> "CfgWeapons" >> _binocClass >> "DisplayName"); _itemIndex = [_binocClass, 0, GW_EQUIP_OTHERS] Call fnc_shr_arrayGetIndex; if (_itemIndex != -1) then {_binocsTT = _binocsTT + format[" - $%1",(GW_EQUIP_OTHERS select _itemIndex) select 1]}; }; _binocsCTRL ctrlSetText _binocsPic; _binocsCTRL ctrlSetTooltip _binocsTT; //Map _mapPic = "\A3\ui_f\data\gui\Rsc\RscDisplayGear\ui_gear_map_gs.paa"; _mapTT = "No Map"; _mapClass = (GW_PUREQUIP_CURRENTTEMPLATE select 10) select 2; if (_mapClass != "") then { _mapPic = getText (configFile >> "CfgWeapons" >> _mapClass >> "Picture"); _mapTT = getText (configFile >> "CfgWeapons" >> _mapClass >> "DisplayName"); _itemIndex = [_mapClass, 0, GW_EQUIP_OTHERS] Call fnc_shr_arrayGetIndex; if (_itemIndex != -1) then {_mapTT = _mapTT + format[" - $%1",(GW_EQUIP_OTHERS select _itemIndex) select 1]}; }; _mapCTRL ctrlSetText _mapPic; _mapCTRL ctrlSetTooltip _mapTT; //GPS _gpsPic = "\A3\ui_f\data\gui\Rsc\RscDisplayGear\ui_gear_gps_gs.paa"; _gpsTT = "No GPS"; _gpsClass = (GW_PUREQUIP_CURRENTTEMPLATE select 10) select 1; if (_gpsClass != "") then { _gpsPic = getText (configFile >> "CfgWeapons" >> _gpsClass >> "Picture"); _gpsTT = getText (configFile >> "CfgWeapons" >> _gpsClass >> "DisplayName"); _itemIndex = [_gpsClass, 0, GW_EQUIP_OTHERS] Call fnc_shr_arrayGetIndex; if (_itemIndex != -1) then {_gpsTT = _gpsTT + format[" - $%1",(GW_EQUIP_OTHERS select _itemIndex) select 1]}; }; _gpsCTRL ctrlSetText _gpsPic; _gpsCTRL ctrlSetTooltip _gpsTT; //Radio _radioPic = "\A3\ui_f\data\gui\Rsc\RscDisplayGear\ui_gear_radio_gs.paa"; _radioTT = "No Radio"; _radioClass = (GW_PUREQUIP_CURRENTTEMPLATE select 10) select 3; if (_radioClass != "") then { _radioPic = getText (configFile >> "CfgWeapons" >> _radioClass >> "Picture"); _radioTT = getText (configFile >> "CfgWeapons" >> _radioClass >> "DisplayName"); _itemIndex = [_radioClass, 0, GW_EQUIP_OTHERS] Call fnc_shr_arrayGetIndex; if (_itemIndex != -1) then {_radioTT = _radioTT + format[" - $%1",(GW_EQUIP_OTHERS select _itemIndex) select 1]}; }; _radioCTRL ctrlSetText _radioPic; _radioCTRL ctrlSetTooltip _radioTT; //Compass _compassPic = "\A3\ui_f\data\gui\Rsc\RscDisplayGear\ui_gear_compass_gs.paa"; _compassTT = "No Compass"; _compassClass = (GW_PUREQUIP_CURRENTTEMPLATE select 10) select 0; if (_compassClass != "") then { _compassPic = getText (configFile >> "CfgWeapons" >> _compassClass >> "Picture"); _compassTT = getText (configFile >> "CfgWeapons" >> _compassClass >> "DisplayName"); _itemIndex = [_compassClass, 0, GW_EQUIP_OTHERS] Call fnc_shr_arrayGetIndex; if (_itemIndex != -1) then {_compassTT = _compassTT + format[" - $%1",(GW_EQUIP_OTHERS select _itemIndex) select 1]}; }; _compassCTRL ctrlSetText _compassPic; _compassCTRL ctrlSetTooltip _compassTT; //Watch _watchPic = "\A3\ui_f\data\gui\Rsc\RscDisplayGear\ui_gear_watch_gs.paa"; _watchTT = "No Watch"; _watchClass = (GW_PUREQUIP_CURRENTTEMPLATE select 10) select 4; if (_watchClass != "") then { _watchPic = getText (configFile >> "CfgWeapons" >> _watchClass >> "Picture"); _watchTT = getText (configFile >> "CfgWeapons" >> _watchClass >> "DisplayName"); _itemIndex = [_watchClass, 0, GW_EQUIP_OTHERS] Call fnc_shr_arrayGetIndex; if (_itemIndex != -1) then {_watchTT = _watchTT + format[" - $%1",(GW_EQUIP_OTHERS select _itemIndex) select 1]}; }; _watchCTRL ctrlSetText _watchPic; _watchCTRL ctrlSetTooltip _watchTT; //Primary Weapon _primaryPic = "\A3\ui_f\data\gui\Rsc\RscDisplayGear\ui_gear_primary_gs.paa"; _primaryTT = "No Primary Weapon"; _primaryMuzPic = "\A3\ui_f\data\gui\Rsc\RscDisplayGear\ui_gear_muzzle_gs.paa"; _primaryMuzTT = "No Muzzle Attachment"; _primarySidePic = "\A3\ui_f\data\gui\Rsc\RscDisplayGear\ui_gear_side_gs.paa"; _primarySideTT = "No Side Attachment"; _primaryTopPic = "\A3\ui_f\data\gui\Rsc\RscDisplayGear\ui_gear_top_gs.paa"; _primaryTopTT = "No Optic Attachment"; _primaryBipodPic = "\A3\ui_f\data\gui\Rsc\RscDisplayGear\ui_gear_bipod_gs.paa"; _primaryBipodTT = "No Bipod Attachment"; _primaryClass = (GW_PUREQUIP_CURRENTTEMPLATE select 7) select 0; if (_primaryClass != "") then { _primaryPic = getText (configFile >> "CfgWeapons" >> _primaryClass >> "Picture"); _primaryTT = getText (configFile >> "CfgWeapons" >> _primaryClass >> "DisplayName"); _itemIndex = [_primaryClass, 0, GW_EQUIP_WEAP_PRIMARY] Call fnc_shr_arrayGetIndex; if (_itemIndex != -1) then {_primaryTT = _primaryTT + format[" - $%1",(GW_EQUIP_WEAP_PRIMARY select _itemIndex) select 1]}; _primaryAttach = (GW_PUREQUIP_CURRENTTEMPLATE select 7) select 1; if (_primaryAttach select 0 != "") then { _primaryMuzPic = getText (configFile >> "CfgWeapons" >> (_primaryAttach select 0) >> "Picture"); _primaryMuzTT = getText (configFile >> "CfgWeapons" >> (_primaryAttach select 0) >> "DisplayName"); _itemIndex = [(_primaryAttach select 0), 0, GW_EQUIP_ATTACHMENTS] Call fnc_shr_arrayGetIndex; if (_itemIndex != -1) then {_primaryMuzTT = _primaryMuzTT + format[" - $%1",(GW_EQUIP_ATTACHMENTS select _itemIndex) select 1]}; }; if (_primaryAttach select 1 != "") then { _primarySidePic = getText (configFile >> "CfgWeapons" >> (_primaryAttach select 1) >> "Picture"); _primarySideTT = getText (configFile >> "CfgWeapons" >> (_primaryAttach select 1) >> "DisplayName"); _itemIndex = [(_primaryAttach select 1), 0, GW_EQUIP_ATTACHMENTS] Call fnc_shr_arrayGetIndex; if (_itemIndex != -1) then {_primarySideTT = _primarySideTT + format[" - $%1",(GW_EQUIP_ATTACHMENTS select _itemIndex) select 1]}; }; if (_primaryAttach select 2 != "") then { _primaryTopPic = getText (configFile >> "CfgWeapons" >> (_primaryAttach select 2) >> "Picture"); _primaryTopTT = getText (configFile >> "CfgWeapons" >> (_primaryAttach select 2) >> "DisplayName"); _itemIndex = [(_primaryAttach select 2), 0, GW_EQUIP_ATTACHMENTS] Call fnc_shr_arrayGetIndex; if (_itemIndex != -1) then {_primaryTopTT = _primaryTopTT + format[" - $%1",(GW_EQUIP_ATTACHMENTS select _itemIndex) select 1]}; }; if ((_primaryAttach select 3) != "") then { _primaryBipodPic = getText (configFile >> "CfgWeapons" >> (_primaryAttach select 3) >> "Picture"); _primaryBipodTT = getText (configFile >> "CfgWeapons" >> (_primaryAttach select 3) >> "DisplayName"); _itemIndex = [(_primaryAttach select 3), 0, GW_EQUIP_ATTACHMENTS] Call fnc_shr_arrayGetIndex; if (_itemIndex != -1) then {_primaryBipodTT = _primaryBipodTT + format[" - $%1",(GW_EQUIP_ATTACHMENTS select _itemIndex) select 1]}; }; }; _primaryCTRL ctrlSetText _primaryPic; _primaryCTRL ctrlSetTooltip _primaryTT; _primaryMuzCTRL ctrlSetText _primaryMuzPic; _primaryMuzCTRL ctrlSetTooltip _primaryMuzTT; _primarySideCTRL ctrlSetText _primarySidePic; _primarySideCTRL ctrlSetTooltip _primarySideTT; _primaryTopCTRL ctrlSetText _primaryTopPic; _primaryTopCTRL ctrlSetTooltip _primaryTopTT; _primaryBipodCTRL ctrlSetText _primaryBipodPic; _primaryBipodCTRL ctrlSetTooltip _primaryBipodTT; //Secondary Weapon _secondaryPic = "\A3\ui_f\data\gui\Rsc\RscDisplayGear\ui_gear_secondary_gs.paa"; _secondaryTT = "No Secondary Weapon"; _secondaryMuzPic = "\A3\ui_f\data\gui\Rsc\RscDisplayGear\ui_gear_muzzle_gs.paa"; _secondaryMuzTT = "No Muzzle Attachment"; _secondarySidePic = "\A3\ui_f\data\gui\Rsc\RscDisplayGear\ui_gear_side_gs.paa"; _secondarySideTT = "No Side Attachment"; _secondaryTopPic = "\A3\ui_f\data\gui\Rsc\RscDisplayGear\ui_gear_top_gs.paa"; _secondaryTopTT = "No Optic Attachment"; _secondaryBipodPic = "\A3\ui_f\data\gui\Rsc\RscDisplayGear\ui_gear_bipod_gs.paa"; _secondaryBipodTT = "No Bipod Attachment"; _secondaryClass = (GW_PUREQUIP_CURRENTTEMPLATE select 8) select 0; if (_secondaryClass != "") then { _secondaryPic = getText (configFile >> "CfgWeapons" >> _secondaryClass >> "Picture"); _secondaryTT = getText (configFile >> "CfgWeapons" >> _secondaryClass >> "DisplayName"); _itemIndex = [_secondaryClass, 0, GW_EQUIP_WEAP_SECONDARY] Call fnc_shr_arrayGetIndex; if (_itemIndex != -1) then {_secondaryTT = _secondaryTT + format[" - $%1",(GW_EQUIP_WEAP_SECONDARY select _itemIndex) select 1]}; _secondaryAttach = (GW_PUREQUIP_CURRENTTEMPLATE select 8) select 1; if ((_secondaryAttach select 0) != "") then { _secondaryMuzPic = getText (configFile >> "CfgWeapons" >> (_secondaryAttach select 0) >> "Picture"); _secondaryMuzTT = getText (configFile >> "CfgWeapons" >> (_secondaryAttach select 0) >> "DisplayName"); _itemIndex = [(_secondaryAttach select 0), 0, GW_EQUIP_ATTACHMENTS] Call fnc_shr_arrayGetIndex; if (_itemIndex != -1) then {_secondaryMuzTT = _secondaryMuzTT + format[" - $%1",(GW_EQUIP_ATTACHMENTS select _itemIndex) select 1]}; }; if ((_secondaryAttach select 1) != "") then { _secondarySidePic = getText (configFile >> "CfgWeapons" >> (_secondaryAttach select 1) >> "Picture"); _secondarySideTT = getText (configFile >> "CfgWeapons" >> (_secondaryAttach select 1) >> "DisplayName"); _itemIndex = [(_secondaryAttach select 1), 0, GW_EQUIP_ATTACHMENTS] Call fnc_shr_arrayGetIndex; if (_itemIndex != -1) then {_secondarySideTT = _secondarySideTT + format[" - $%1",(GW_EQUIP_ATTACHMENTS select _itemIndex) select 1]}; }; if ((_secondaryAttach select 2) != "") then { _secondaryTopPic = getText (configFile >> "CfgWeapons" >> (_secondaryAttach select 2) >> "Picture"); _secondaryTopTT = getText (configFile >> "CfgWeapons" >> (_secondaryAttach select 2) >> "DisplayName"); _itemIndex = [(_secondaryAttach select 2), 0, GW_EQUIP_ATTACHMENTS] Call fnc_shr_arrayGetIndex; if (_itemIndex != -1) then {_secondaryTopTT = _secondaryTopTT + format[" - $%1",(GW_EQUIP_ATTACHMENTS select _itemIndex) select 1]}; }; if ((_secondaryAttach select 3) != "") then { _secondaryBipodPic = getText (configFile >> "CfgWeapons" >> (_secondaryAttach select 3) >> "Picture"); _secondaryBipodTT = getText (configFile >> "CfgWeapons" >> (_secondaryAttach select 3) >> "DisplayName"); _itemIndex = [(_secondaryAttach select 3), 0, GW_EQUIP_ATTACHMENTS] Call fnc_shr_arrayGetIndex; if (_itemIndex != -1) then {_secondaryBipodTT = _secondaryBipodTT + format[" - $%1",(GW_EQUIP_ATTACHMENTS select _itemIndex) select 1]}; }; }; _secondaryCTRL ctrlSetText _secondaryPic; _secondaryCTRL ctrlSetTooltip _secondaryTT; _secondaryMuzCTRL ctrlSetText _secondaryMuzPic; _secondaryMuzCTRL ctrlSetTooltip _secondaryMuzTT; _secondarySideCTRL ctrlSetText _secondarySidePic; _secondarySideCTRL ctrlSetTooltip _secondarySideTT; _secondaryTopCTRL ctrlSetText _secondaryTopPic; _secondaryTopCTRL ctrlSetTooltip _secondaryTopTT; _secondaryBipodCTRL ctrlSetText _secondaryBipodPic; _secondaryBipodCTRL ctrlSetTooltip _secondaryBipodTT; //Handgun _handgunPic = "\A3\ui_f\data\gui\Rsc\RscDisplayGear\ui_gear_hgun_gs.paa"; _handgunTT = "No Handgun"; _handgunMuzPic = "\A3\ui_f\data\gui\Rsc\RscDisplayGear\ui_gear_muzzle_gs.paa"; _handgunMuzTT = "No Muzzle Attachment"; _handgunSidePic = "\A3\ui_f\data\gui\Rsc\RscDisplayGear\ui_gear_side_gs.paa"; _handgunSideTT = "No Side Attachment"; _handgunTopPic = "\A3\ui_f\data\gui\Rsc\RscDisplayGear\ui_gear_top_gs.paa"; _handgunTopTT = "No Optic Attachment"; _handgunBipodPic = "\A3\ui_f\data\gui\Rsc\RscDisplayGear\ui_gear_bipod_gs.paa"; _handgunBipodTT = "No Bipod Attachment"; _handgunClass = (GW_PUREQUIP_CURRENTTEMPLATE select 9) select 0; if (_handgunClass != "") then { _handgunPic = getText (configFile >> "CfgWeapons" >> _handgunClass >> "Picture"); _handgunTT = getText (configFile >> "CfgWeapons" >> _handgunClass >> "DisplayName"); _itemIndex = [_handgunClass, 0, GW_EQUIP_WEAP_SIDEARM] Call fnc_shr_arrayGetIndex; if (_itemIndex != -1) then {_handgunTT = _handgunTT + format[" - $%1",(GW_EQUIP_WEAP_SIDEARM select _itemIndex) select 1]}; _handgunAttach = (GW_PUREQUIP_CURRENTTEMPLATE select 9) select 1; if ((_handgunAttach select 0) != "") then { _handgunMuzPic = getText (configFile >> "CfgWeapons" >> (_handgunAttach select 0) >> "Picture"); _handgunMuzTT = getText (configFile >> "CfgWeapons" >> (_handgunAttach select 0) >> "DisplayName"); _itemIndex = [(_handgunAttach select 0), 0, GW_EQUIP_ATTACHMENTS] Call fnc_shr_arrayGetIndex; if (_itemIndex != -1) then {_handgunMuzTT = _handgunMuzTT + format[" - $%1",(GW_EQUIP_ATTACHMENTS select _itemIndex) select 1]}; }; if ((_handgunAttach select 1) != "") then { _handgunSidePic = getText (configFile >> "CfgWeapons" >> (_handgunAttach select 1) >> "Picture"); _handgunSideTT = getText (configFile >> "CfgWeapons" >> (_handgunAttach select 1) >> "DisplayName"); _itemIndex = [(_handgunAttach select 1), 0, GW_EQUIP_ATTACHMENTS] Call fnc_shr_arrayGetIndex; if (_itemIndex != -1) then {_handgunSideTT = _handgunSideTT + format[" - $%1",(GW_EQUIP_ATTACHMENTS select _itemIndex) select 1]}; }; if ((_handgunAttach select 2) != "") then { _handgunTopPic = getText (configFile >> "CfgWeapons" >> (_handgunAttach select 2) >> "Picture"); _handgunTopTT = getText (configFile >> "CfgWeapons" >> (_handgunAttach select 2) >> "DisplayName"); _itemIndex = [(_handgunAttach select 2), 0, GW_EQUIP_ATTACHMENTS] Call fnc_shr_arrayGetIndex; if (_itemIndex != -1) then {_handgunTopTT = _handgunTopTT + format[" - $%1",(GW_EQUIP_ATTACHMENTS select _itemIndex) select 1]}; }; if ((_handgunAttach select 3) != "") then { _handgunBipodPic = getText (configFile >> "CfgWeapons" >> (_handgunAttach select 3) >> "Picture"); _handgunBipodTT = getText (configFile >> "CfgWeapons" >> (_handgunAttach select 3) >> "DisplayName"); _itemIndex = [(_handgunAttach select 3), 0, GW_EQUIP_ATTACHMENTS] Call fnc_shr_arrayGetIndex; if (_itemIndex != -1) then {_handgunBipodTT = _handgunBipodTT + format[" - $%1",(GW_EQUIP_ATTACHMENTS select _itemIndex) select 1]}; }; }; _handgunCTRL ctrlSetText _handgunPic; _handgunCTRL ctrlSetTooltip _handgunTT; _handgunMuzCTRL ctrlSetText _handgunMuzPic; _handgunMuzCTRL ctrlSetTooltip _handgunMuzTT; _handgunSideCTRL ctrlSetText _handgunSidePic; _handgunSideCTRL ctrlSetTooltip _handgunSideTT; _handgunTopCTRL ctrlSetText _handgunTopPic; _handgunTopCTRL ctrlSetTooltip _handgunTopTT; _handgunBipodCTRL ctrlSetText _handgunBipodPic; _handgunBipodCTRL ctrlSetTooltip _handgunBipodTT; }; //Populate list depending on category selected fnc_purequip_populateGearList = { private["_categoryIndex","_parentDisp","_equipPopulateNetCall","_equipPopulateNetCall"]; disableSerialization; _categoryIndex = _this select 0; _parentDisp = _this select 1; //Clear lists lbClear 1500; lbClear 1501; lbClear 1505; GW_PUREQUIP_SECONDLIST = []; GW_PUREQUIP_ATTACHLIST = []; //What array should we work with GW_PUREQUIP_MAINLIST = Call Compile Format["GW_PUREQUIP_%1",lbData[2100, _categoryIndex]]; //Populate the main list { lbAdd [1500, format["$%1 - %2",_x select 1,(getText (configFile >> (_x select 3) >> (_x select 0) >> "DisplayName"))]]; lbSetPicture [1500, _forEachIndex, (getText (configFile >> (_x select 3) >> (_x select 0) >> "Picture"))]; lbSetData [1500, _forEachIndex, (_x select 0)]; } forEach GW_PUREQUIP_MAINLIST; if ((count GW_PUREQUIP_MAINLIST) > 0) then {lbSetCurSel [1500, 0]}; //If a primary entry is selected, attempt to populate related magazines if ((lbCurSel 1500) > -1) then {GW_PUREQUIP_PRIMARYLISTCHANGED = true}; }; //Populate the magazine list depending on what weapon is selected fnc_purequip_populateMagazineList = { private["_currentSelectedPrimary","_weapClassname","_configMagsArray"]; _currentSelectedPrimary = _this select 0; //Clear list lbClear 1501; //Figure out what classname of weapon is selected in the main list _weapClassname = (GW_PUREQUIP_MAINLIST select _currentSelectedPrimary) select 0; //Get a list of magazines the gun can use from the config (Safe to hardcode CfgWeapons) _configMagsArray = GetArray (configFile >> "CfgWeapons" >> _weapClassname >> "magazines"); _allConfigMagsArray = _configMagsArray; //Check for magazines under muzzles _muzzlesCfg = GetArray (configFile >> "CfgWeapons" >> _weapClassname >> "muzzles"); _muzzleMags = []; { if (_x != "this") then { _muzMagList = GetArray (configFile >> "CfgWeapons" >> _weapClassname >> _x >> "magazines"); _allConfigMagsArray = [_allConfigMagsArray, _muzMagList] Call fnc_shr_mergeArrays; }; } forEach _muzzlesCfg; //Parse out magazines list GW_PUREQUIP_SECONDLIST = []; { _cfgMagsClass = _x; { if ((_x select 0) == _cfgMagsClass) exitWith {GW_PUREQUIP_SECONDLIST set [count GW_PUREQUIP_SECONDLIST, _x]}; } forEach GW_PUREQUIP_MAGAZINES; } forEach _allConfigMagsArray; //Populate the second list { lbAdd [1501, format["$%1 - %2",_x select 1,(getText (configFile >> (_x select 3) >> (_x select 0) >> "DisplayName"))]]; lbSetPicture [1501, _forEachIndex, (getText (configFile >> (_x select 3) >> (_x select 0) >> "Picture"))]; lbSetData [1501, _forEachIndex, (_x select 0)]; } forEach GW_PUREQUIP_SECONDLIST; }; //Populate attachments list depending on what weapon is selected fnc_purequip_populateAttachmentList = { private["_currentSelectedPrimary","_weapClassname","_configCows","_configMuzzle","_configPointer","_configAttach"]; _currentSelectedPrimary = _this select 0; //Clear list lbClear 1505; //Figure out what classname of weapon is selected in the main list _weapClassname = (GW_PUREQUIP_MAINLIST select _currentSelectedPrimary) select 0; _configAttach = []; { configProperties [ configFile >> "CfgWeapons" >> _weapClassname >> "WeaponSlotsInfo" >> _x >> "compatibleItems", "_configAttach pushBack (configName _x)", true ]; } forEach ["CowsSlot", "MuzzleSlot", "PointerSlot", "UnderBarrelSlot"]; //Parse out attachments list GW_PUREQUIP_ATTACHLIST = []; { _cfgAttachClass = _x; { if ((_x select 0) == _cfgAttachClass) exitWith {GW_PUREQUIP_ATTACHLIST set [count GW_PUREQUIP_ATTACHLIST, _x]}; } forEach GW_PUREQUIP_ATTACHMENTS; } forEach _configAttach; //Populate the attachment list { lbAdd [1505, format["$%1 - %2",_x select 1,(getText (configFile >> (_x select 3) >> (_x select 0) >> "DisplayName"))]]; lbSetPicture [1505, _forEachIndex, (getText (configFile >> (_x select 3) >> (_x select 0) >> "Picture"))]; lbSetData [1505, _forEachIndex, (_x select 0)]; } forEach GW_PUREQUIP_ATTACHLIST; }; //Populate inventory container list fnc_purequip_populateContainerList = { private["_containerIndex","_containerContents"]; _containerIndex = _this select 0; //Clear list lbClear 1504; _containerContents = (GW_PUREQUIP_CURRENTTEMPLATE select _containerIndex) select 1; { _classname = _x; _cfgClass = _x Call fnc_shr_getEquipCfgClass; //Get the price of the item (we don't know what category it's in, so unfortunately we need to search the entire equipment array) _price = 0; _classNameIndex = [_classname, 0, GW_PUREQUIP_FULLLIST] Call fnc_shr_arrayGetIndex; if (_classNameIndex != -1) then {_price = (GW_PUREQUIP_FULLLIST select _classNameIndex) select 1}; _displayString = format["$%1 - %2",_price,(getText (configFile >> _cfgClass >> _classname >> "DisplayName"))]; lbAdd [1504, _displayString]; lbSetTooltip [1504, _forEachIndex, _displayString]; lbSetPicture [1504, _forEachIndex, (getText (configFile >> _cfgClass >> _classname >> "Picture"))]; } forEach _containerContents; }; //Can an item fit in a specified container fnc_purequip_canFitInContainer = { private["_itemClass","_container","_cfgClass","_canFit","_classType","_allowedSlots"]; _itemClass = _this select 0; _container = _this select 1; _canFit = false; //Make sure the container actually exists in the template if (_container != "") then { if (_container == "Uniform") then {if (((GW_PUREQUIP_CURRENTTEMPLATE select 4) select 0) != "") then {_canFit = true}}; if (_container == "Vest") then {if (((GW_PUREQUIP_CURRENTTEMPLATE select 5) select 0) != "") then {_canFit = true}}; if (_container == "Backpack") then {if (((GW_PUREQUIP_CURRENTTEMPLATE select 6) select 0) != "") then {_canFit = true}}; }; //Check if the item can fit inside the container if (_itemClass != "" && _canFit) then { _cfgClass = _itemClass Call fnc_shr_getEquipCfgClass; if (_cfgClass == "CfgWeapons") then { _classType = getNumber(configFile >> _cfgClass >> _itemClass >> "type"); if (_classType == GW_PUREQUIP_TYPE_ITEM) then { _configsProperties = []; configProperties [configFile >> _cfgClass >> _itemClass >> "ItemInfo", "_configsProperties pushBack (configName _x); true", true]; if ("allowedSlots" in _configsProperties) then { _allowedSlots = getArray(configFile >> _cfgClass >> _itemClass >> "ItemInfo" >> "allowedSlots"); if ((_container == "Uniform") && (801 in _allowedSlots)) then {_canFit = true} else {_canFit = false}; if ((_container == "Vest") && (701 in _allowedSlots)) then {_canFit = true} else {_canFit = false}; if ((_container == "Backpack") && (901 in _allowedSlots)) then {_canFit = true} else {_canFit = false}; } else { _canFit = true; }; } else { _allowedSlots = getArray(configFile >> _cfgClass >> _itemClass >> "WeaponSlotsInfo" >> "allowedSlots"); if ((_container == "Uniform") && (801 in _allowedSlots)) then {_canFit = true} else {_canFit = false}; if ((_container == "Vest") && (701 in _allowedSlots)) then {_canFit = true} else {_canFit = false}; if ((_container == "Backpack") && (901 in _allowedSlots)) then {_canFit = true} else {_canFit = false}; }; }; if (_cfgClass == "CfgGlasses") then {_canFit = true}; if (_cfgClass == "CfgMagazines") then { _allowedSlots = getArray(configFile >> _cfgClass >> _itemClass >> "allowedSlots"); if (count _allowedSlots == 0) then { _canFit = true; } else { if ((_container == "Uniform") && (801 in _allowedSlots)) then {_canFit = true} else {_canFit = false}; if ((_container == "Vest") && (701 in _allowedSlots)) then {_canFit = true} else {_canFit = false}; if ((_container == "Backpack") && (901 in _allowedSlots)) then {_canFit = true} else {_canFit = false}; }; }; }; _canFit }; //Get item's mass fnc_purequip_getItemMass = { private["_mass","_cfgClass","_classType"]; _mass = 0; if (_this != "") then { _cfgClass = _this Call fnc_shr_getEquipCfgClass; if (_cfgClass == "CfgWeapons") then { _classType = getNumber(configFile >> _cfgClass >> _this >> "type"); _mass = if (_classType == GW_PUREQUIP_TYPE_ITEM) then {getNumber(configFile >> _cfgClass >> _this >> "ItemInfo" >> "mass")} else {getNumber(configFile >> _cfgClass >> _this >> "WeaponSlotsInfo" >> "mass")}; } else { _mass = getNumber(configFile >> _cfgClass >> _this >> "mass"); }; }; _mass }; //Get a specific container's current mass fnc_purequip_getContainerCurrentMass = { private["_currentMass","_containerArray","_itemMass"]; _currentMass = 0; _containerArray = []; if (_this == "Uniform" && (((GW_PUREQUIP_CURRENTTEMPLATE select 4) select 0) != "")) then { _containerArray = ((GW_PUREQUIP_CURRENTTEMPLATE select 4) select 1); }; if (_this == "Vest" && (((GW_PUREQUIP_CURRENTTEMPLATE select 5) select 0) != "")) then { _containerArray = ((GW_PUREQUIP_CURRENTTEMPLATE select 5) select 1); }; if (_this == "Backpack" && (((GW_PUREQUIP_CURRENTTEMPLATE select 6) select 0) != "")) then { _containerArray = ((GW_PUREQUIP_CURRENTTEMPLATE select 6) select 1); }; //Go through container's contents { _itemMass = _x Call fnc_purequip_getItemMass; _currentMass = _currentMass + _itemMass; } forEach _containerArray; _currentMass }; //Get a specific container's max mass fnc_purequip_getContainerMaxMass = { private["_maxMass","_cfgClass","_containerClass"]; _maxMass = 0; _containerClassName = ""; if (_this == "Uniform") then {_containerClassName = (GW_PUREQUIP_CURRENTTEMPLATE select 4) select 0}; if (_this == "Vest") then {_containerClassName = (GW_PUREQUIP_CURRENTTEMPLATE select 5) select 0}; if (_this == "Backpack") then {_containerClassName = (GW_PUREQUIP_CURRENTTEMPLATE select 6) select 0}; if (_containerClassName != "") then { _cfgClass = _containerClassName Call fnc_shr_getEquipCfgClass; if (_cfgClass == "CfgVehicles") then { _maxMass = getNumber(configFile >> "CfgVehicles" >> _containerClassName >> "maximumLoad"); }; if (_cfgClass == "CfgWeapons") then { _containerClass = getText(configFile >> "CfgWeapons" >> _containerClassName >> "ItemInfo" >> "containerClass"); _maxMass = getNumber(configFile >> "CfgVehicles" >> _containerClass >> "maximumLoad"); }; }; _maxMass }; //Update all container's masses fnc_purequip_updateMasses = { private["_parentDisp"]; disableSerialization; _parentDisp = _this select 0; GW_PUREQUIP_UNIFORM_CURR = "Uniform" Call fnc_purequip_getContainerCurrentMass; GW_PUREQUIP_UNIFORM_MAX = "Uniform" Call fnc_purequip_getContainerMaxMass; _BGUniformMassCtrl = _parentDisp displayCtrl 1102; _BarUniformMassCtrl = _parentDisp displayCtrl 1105; if (GW_PUREQUIP_UNIFORM_MAX == 0) then { _BGUniformMassCtrl ctrlShow false; _BarUniformMassCtrl ctrlShow false; } else { _BGUniformMassCtrl ctrlShow true; _BarUniformMassCtrl ctrlShow true; _BGUniformMassMaxWidth = (CtrlPosition _BGUniformMassCtrl select 2) - 0.02; _BarUniformMassCurPos = CtrlPosition _BarUniformMassCtrl; _BarUniformMassCurPos set [2, _BGUniformMassMaxWidth * (GW_PUREQUIP_UNIFORM_CURR / GW_PUREQUIP_UNIFORM_MAX)]; _BarUniformMassCtrl CtrlSetPosition _BarUniformMassCurPos; _BarUniformMassCtrl CtrlCommit 0; }; GW_PUREQUIP_VEST_CURR = "Vest" Call fnc_purequip_getContainerCurrentMass; GW_PUREQUIP_VEST_MAX = "Vest" Call fnc_purequip_getContainerMaxMass; _BGVestMassCtrl = _parentDisp displayCtrl 1103; _BarVestMassCtrl = _parentDisp displayCtrl 1106; if (GW_PUREQUIP_VEST_MAX == 0) then { _BGVestMassCtrl ctrlShow false; _BarVestMassCtrl ctrlShow false; } else { _BGVestMassCtrl ctrlShow true; _BarVestMassCtrl ctrlShow true; _BGVestMassMaxWidth = (CtrlPosition _BGVestMassCtrl select 2) - 0.02; _BarVestMassCurPos = CtrlPosition _BarVestMassCtrl; _BarVestMassCurPos set [2, _BGVestMassMaxWidth * (GW_PUREQUIP_VEST_CURR / GW_PUREQUIP_VEST_MAX)]; _BarVestMassCtrl CtrlSetPosition _BarVestMassCurPos; _BarVestMassCtrl CtrlCommit 0; }; GW_PUREQUIP_BACKPACK_CURR = "Backpack" Call fnc_purequip_getContainerCurrentMass; GW_PUREQUIP_BACKPACK_MAX = "Backpack" Call fnc_purequip_getContainerMaxMass; _BGBackpackMassCtrl = _parentDisp displayCtrl 1104; _BarBackpackMassCtrl = _parentDisp displayCtrl 1107; if (GW_PUREQUIP_BACKPACK_MAX == 0) then { _BGBackpackMassCtrl ctrlShow false; _BarBackpackMassCtrl ctrlShow false; } else { _BGBackpackMassCtrl ctrlShow true; _BarBackpackMassCtrl ctrlShow true; _BGBackpackMassMaxWidth = (CtrlPosition _BGBackpackMassCtrl select 2) - 0.02; _BarBackpackMassCurPos = CtrlPosition _BarBackpackMassCtrl; _BarBackpackMassCurPos set [2, _BGBackpackMassMaxWidth * (GW_PUREQUIP_BACKPACK_CURR / GW_PUREQUIP_BACKPACK_MAX)]; _BarBackpackMassCtrl CtrlSetPosition _BarBackpackMassCurPos; _BarBackpackMassCtrl CtrlCommit 0; }; }; //Get the value of the current template fnc_purequip_updateCost = { private["_parentDisp","_totalCost"]; disableSerialization; _parentDisp = _this select 0; _equipArray = _this select 1; _totalCost = 0; //Get the value of the current template _templateCost = GW_PUREQUIP_CURRENTTEMPLATE Call fnc_shr_getEquipmentCost; //Get the value of what's on the player _playerEquip = player Call fnc_shr_getEquipArray; _playerCost = _playerEquip Call fnc_shr_getEquipmentCost; //Difference between them (Can't refund, $0 is minimum) _totalCost = (_templateCost - _playerCost) max 0; _textColor = if (_totalCost <= GW_CVAR_MONEY) then {"#269024"} else {"#c75454"}; if (_totalCost <= GW_CVAR_MONEY) then {ctrlEnable [1604, true]} else {ctrlEnable [1604, true]}; _totalCostCTRL = _parentDisp displayCtrl 1109; _totalCostCTRL ctrlSetStructuredText (parseText format ["Total Cost of Equipment: <t color='%1'>$%2</t>",_textColor, _totalCost]); GW_PUREQUIP_TOTALCOST = _totalCost; }; //Remove item from equipment fnc_purequip_removeItem = { private["_itemSlotArray","_invQuery","_preSaveArray","_innerPreSaveArray"]; _itemSlotArray = _this; _invQuery = ""; //Helmet, Facewear, Binocs, NVGs if (count _itemSlotArray == 1) then { _preSaveArray =+ GW_PUREQUIP_CURRENTTEMPLATE; _preSaveArray set [_itemSlotArray select 0, ""]; GW_PUREQUIP_CURRENTTEMPLATE = _preSaveArray; }; //Primary Weapon, Secondary Weapon, Sidearm or Assigned Items if (count _itemSlotArray == 2) then { _preSaveArray =+ GW_PUREQUIP_CURRENTTEMPLATE select (_itemSlotArray select 0); _preSaveArray set [_itemSlotArray select 1, ""]; //Removed weapon, be sure to remove attachments as well if (((_itemSlotArray select 0) == 7) || ((_itemSlotArray select 0) == 8) || ((_itemSlotArray select 0) == 9)) then { if ((_preSaveArray select 0) == "") then {_preSaveArray set [1, ["","","",""]]}; }; GW_PUREQUIP_CURRENTTEMPLATE set [_itemSlotArray select 0, _preSaveArray]; }; //Weapon Attachments if (count _itemSlotArray == 3) then { _preSaveArray =+ GW_PUREQUIP_CURRENTTEMPLATE select (_itemSlotArray select 0); _innerPreSaveArray = _preSaveArray select (_itemSlotArray select 1); _innerPreSaveArray set [_itemSlotArray select 2, ""]; _preSaveArray set [(_itemSlotArray select 1), _innerPreSaveArray]; GW_PUREQUIP_CURRENTTEMPLATE set [_itemSlotArray select 0, _preSaveArray]; }; //Call for update of inv GW_PUREQUIP_RECALC_TOTAL = true; GW_PUREQUIP_REDRAWINV = true; }; //Remove a given index from the selected container fnc_purequip_removeContainerItem = { private["_itemIndex","_refresh","_preSaveArray","_innerPreSaveArray","_item"]; _itemIndex = _this select 0; _refresh = _this select 1; //Don't do anything if there's no container selected (shouldn't ever happen) if (GW_PUREQUIP_CONTAINERSEL == -1) exitWith {}; //Remove specified item _preSaveArray =+ GW_PUREQUIP_CURRENTTEMPLATE select GW_PUREQUIP_CONTAINERSEL; _innerPreSaveArray = _preSaveArray select 1; _innerPreSaveArray set [_itemIndex, "REMOVE"]; _innerPreSaveArray = _innerPreSaveArray - ["REMOVE"]; _preSaveArray set [1, _innerPreSaveArray]; GW_PUREQUIP_CURRENTTEMPLATE set [GW_PUREQUIP_CONTAINERSEL, _preSaveArray]; //Call for update of inv (Set this to false if emptying entire container, then redraw once at end) if (_refresh) then { GW_PUREQUIP_RECALC_TOTAL = true; GW_PUREQUIP_RECALC_MASS = true; _containerPop = [GW_PUREQUIP_CONTAINERSEL] Spawn fnc_purequip_populateContainerList; waitUntil {scriptDone _containerPop}; }; }; //Remove container fnc_purequip_removeContainer = { private["_containerIndex", "_preSaveArray"]; _containerIndex = _this select 0; _preSaveArray =+ (GW_PUREQUIP_CURRENTTEMPLATE select _containerIndex); if (_preSaveArray select 0 != "") then { //If the container previously selected matches our removed one, update container selected logic if (GW_PUREQUIP_CONTAINERSEL == _containerIndex) then {GW_PUREQUIP_CONTAINERSEL = -1; GW_PUREQUIP_CONTAINERCHANGED = true}; //Update template _preSaveArray set [0, ""]; _preSaveArray set [1, []]; GW_PUREQUIP_CURRENTTEMPLATE set [_containerIndex, _preSaveArray]; //Request redraw GW_PUREQUIP_REDRAWINV = true; GW_PUREQUIP_RECALC_TOTAL = true; GW_PUREQUIP_RECALC_MASS = true; }; }; //Empty container fnc_purequip_emptyContainer = { private["_containerIndex"]; _containerIndex = _this select 0; //Update template _preSaveArray =+ (GW_PUREQUIP_CURRENTTEMPLATE select _containerIndex); _preSaveArray set [1, []]; GW_PUREQUIP_CURRENTTEMPLATE set [_containerIndex, _preSaveArray]; //Request redraw GW_PUREQUIP_RECALC_TOTAL = true; GW_PUREQUIP_RECALC_MASS = true; _containerPop = [GW_PUREQUIP_CONTAINERSEL] Spawn fnc_purequip_populateContainerList; waitUntil {scriptDone _containerPop}; }; //Can an attachment work on the weapon fnc_purequip_attachmentFits = { private["_attachClass","_weaponClass","_configAttach","_newAttachClasses","_oldAttachClasses"]; _attachClass = _this select 0; _weaponClass = _this select 1; _attachmentFits = false; _configAttach = []; { configProperties [ configFile >> "CfgWeapons" >> _weaponClass >> "WeaponSlotsInfo" >> _x >> "compatibleItems", "_configAttach pushBack (configName _x)", true ]; } forEach ["CowsSlot", "MuzzleSlot", "PointerSlot", "UnderBarrelSlot"]; //Search for our attachment { if (_x == _attachClass) exitWith {_attachmentFits = true}; } forEach _configAttach; _attachmentFits }; //Add item to template fnc_purequip_addItem = { private["_ctrl","_clickIndex","_itemIndex","_itemSlotArray","_itemClassName","_itemSlotArray"]; disableSerialization; _ctrl = _this select 0; _clickIndex = _this select 1; _itemIndex = [(lbData[_ctrl, _clickIndex]), 0, GW_PUREQUIP_FULLLIST] Call fnc_shr_arrayGetIndex; if (_itemIndex != -1) then { _itemClassName = (GW_PUREQUIP_FULLLIST select _itemIndex) select 0; _itemSlotArray = (GW_PUREQUIP_FULLLIST select _itemIndex) select 4; //Helmet, Facewear, Binocs, NVGs if ((count _itemSlotArray) == 1) then { _preSaveArray =+ GW_PUREQUIP_CURRENTTEMPLATE; //Equipable item if ((_itemSlotArray select 0) != -1) then { if ((_preSaveArray select (_itemSlotArray select 0)) == "") then { _preSaveArray set [_itemSlotArray select 0, _itemClassName]; GW_PUREQUIP_CURRENTTEMPLATE = _preSaveArray; } else { if (GW_PUREQUIP_CONTAINERSEL != -1) then { _containerName = ""; _containerMassCurrent = 0; _containerMassMax = 0; if (GW_PUREQUIP_CONTAINERSEL == 4) then {_containerName = "Uniform"; _containerMassCurrent = GW_PUREQUIP_UNIFORM_CURR; _containerMassMax = GW_PUREQUIP_UNIFORM_MAX}; if (GW_PUREQUIP_CONTAINERSEL == 5) then {_containerName = "Vest"; _containerMassCurrent = GW_PUREQUIP_VEST_CURR; _containerMassMax = GW_PUREQUIP_VEST_MAX}; if (GW_PUREQUIP_CONTAINERSEL == 6) then {_containerName = "Backpack"; _containerMassCurrent = GW_PUREQUIP_BACKPACK_CURR; _containerMassMax = GW_PUREQUIP_BACKPACK_MAX}; _canFit = [_itemClassName, _containerName] Call fnc_purequip_canFitInContainer; if (_canFit) then { _itemMass = _itemClassName Call fnc_purequip_getItemMass; if ((_containerMassCurrent + _itemMass) <= _containerMassMax) then { _innerPreSaveArray = _preSaveArray select GW_PUREQUIP_CONTAINERSEL; _innerSubPreSaveArray = _innerPreSaveArray select 1; _innerSubPreSaveArray pushBack _itemClassName; _innerPreSaveArray set [1, _innerSubPreSaveArray]; _preSaveArray set [GW_PUREQUIP_CONTAINERSEL, _innerPreSaveArray]; GW_PUREQUIP_CURRENTTEMPLATE = _preSaveArray; GW_PUREQUIP_CONTAINERCHANGED = true; }; }; }; }; } else //Only fits in a container { if (GW_PUREQUIP_CONTAINERSEL != -1) then { _containerName = ""; _containerMassCurrent = 0; _containerMassMax = 0; if (GW_PUREQUIP_CONTAINERSEL == 4) then {_containerName = "Uniform"; _containerMassCurrent = GW_PUREQUIP_UNIFORM_CURR; _containerMassMax = GW_PUREQUIP_UNIFORM_MAX}; if (GW_PUREQUIP_CONTAINERSEL == 5) then {_containerName = "Vest"; _containerMassCurrent = GW_PUREQUIP_VEST_CURR; _containerMassMax = GW_PUREQUIP_VEST_MAX}; if (GW_PUREQUIP_CONTAINERSEL == 6) then {_containerName = "Backpack"; _containerMassCurrent = GW_PUREQUIP_BACKPACK_CURR; _containerMassMax = GW_PUREQUIP_BACKPACK_MAX}; _canFit = [_itemClassName, _containerName] Call fnc_purequip_canFitInContainer; if (_canFit) then { _itemMass = _itemClassName Call fnc_purequip_getItemMass; if ((_containerMassCurrent + _itemMass) <= _containerMassMax) then { _innerPreSaveArray = _preSaveArray select GW_PUREQUIP_CONTAINERSEL; _innerSubPreSaveArray = _innerPreSaveArray select 1; _innerSubPreSaveArray pushBack _itemClassName; _innerPreSaveArray set [1, _innerSubPreSaveArray]; _preSaveArray set [GW_PUREQUIP_CONTAINERSEL, _innerPreSaveArray]; GW_PUREQUIP_CURRENTTEMPLATE = _preSaveArray; GW_PUREQUIP_CONTAINERCHANGED = true; }; }; }; }; }; //Primary Weapon, Secondary Weapon, Sidearm or Assigned Items if ((count _itemSlotArray) == 2) then { _preSaveArray =+ GW_PUREQUIP_CURRENTTEMPLATE select (_itemSlotArray select 0); //No current item if ((_preSaveArray select (_itemSlotArray select 1)) == "") then { _preSaveArray set [(_itemSlotArray select 1), _itemClassName]; GW_PUREQUIP_CURRENTTEMPLATE set [(_itemSlotArray select 0), _preSaveArray]; } else //Current item is already populated, try to put in container { if (GW_PUREQUIP_CONTAINERSEL != -1) then { _containerName = ""; _containerMassCurrent = 0; _containerMassMax = 0; if (GW_PUREQUIP_CONTAINERSEL == 4) then {_containerName = "Uniform"; _containerMassCurrent = GW_PUREQUIP_UNIFORM_CURR; _containerMassMax = GW_PUREQUIP_UNIFORM_MAX}; if (GW_PUREQUIP_CONTAINERSEL == 5) then {_containerName = "Vest"; _containerMassCurrent = GW_PUREQUIP_VEST_CURR; _containerMassMax = GW_PUREQUIP_VEST_MAX}; if (GW_PUREQUIP_CONTAINERSEL == 6) then {_containerName = "Backpack"; _containerMassCurrent = GW_PUREQUIP_BACKPACK_CURR; _containerMassMax = GW_PUREQUIP_BACKPACK_MAX}; _canFit = [_itemClassName, _containerName] Call fnc_purequip_canFitInContainer; if (_canFit) then { _itemMass = _itemClassName Call fnc_purequip_getItemMass; if ((_containerMassCurrent + _itemMass) <= _containerMassMax) then { _preSaveArray =+ GW_PUREQUIP_CURRENTTEMPLATE; _innerPreSaveArray = _preSaveArray select GW_PUREQUIP_CONTAINERSEL; _innerSubPreSaveArray = _innerPreSaveArray select 1; _innerSubPreSaveArray pushBack _itemClassName; _innerPreSaveArray set [1, _innerSubPreSaveArray]; _preSaveArray set [GW_PUREQUIP_CONTAINERSEL, _innerPreSaveArray]; GW_PUREQUIP_CURRENTTEMPLATE = _preSaveArray; GW_PUREQUIP_CONTAINERCHANGED = true; }; }; }; }; }; //Weapon Attachments if (count _itemSlotArray == 3) then { _equipSlot = (_itemSlotArray select 0); _preSaveIndex = -1; if (typeName _equipSlot == "ARRAY") then { _gunIndex = 7; if ((lbCurSel 2100) == 1) then {_gunIndex = 8}; if ((lbCurSel 2100) == 2) then {_gunIndex = 9}; if (_gunIndex in _equipSlot) then { _preSaveIndex = _gunIndex; }; } else { _preSaveIndex = _equipSlot; }; _preSaveArray = []; _gunClass = ""; _attachmentSlot = ""; _attachmentFits = false; //If we found a suitable slot to equip if (_preSaveIndex != -1) then { _preSaveArray =+ GW_PUREQUIP_CURRENTTEMPLATE select _preSaveIndex; //Does it fit on the weapon? _gunClass = (_preSaveArray select 0); _attachmentSlot = ((_preSaveArray select (_itemSlotArray select 1)) select (_itemSlotArray select 2)); _attachmentFits = if (_gunClass != "") then {[_itemClassName, _gunClass] Call fnc_purequip_attachmentFits} else {false}; }; //Has a weapon for the attachment type if (_gunClass != "" && _attachmentSlot == "" && _attachmentFits) then { _innerPreSaveArray = _preSaveArray select (_itemSlotArray select 1); _innerPreSaveArray set [(_itemSlotArray select 2), _itemClassName]; _preSaveArray set [(_itemSlotArray select 1), _innerPreSaveArray]; GW_PUREQUIP_CURRENTTEMPLATE set [_preSaveIndex, _preSaveArray]; } else //Current item is already populated, try to put in container { if (GW_PUREQUIP_CONTAINERSEL != -1) then { _containerName = ""; _containerMassCurrent = 0; _containerMassMax = 0; if (GW_PUREQUIP_CONTAINERSEL == 4) then {_containerName = "Uniform"; _containerMassCurrent = GW_PUREQUIP_UNIFORM_CURR; _containerMassMax = GW_PUREQUIP_UNIFORM_MAX}; if (GW_PUREQUIP_CONTAINERSEL == 5) then {_containerName = "Vest"; _containerMassCurrent = GW_PUREQUIP_VEST_CURR; _containerMassMax = GW_PUREQUIP_VEST_MAX}; if (GW_PUREQUIP_CONTAINERSEL == 6) then {_containerName = "Backpack"; _containerMassCurrent = GW_PUREQUIP_BACKPACK_CURR; _containerMassMax = GW_PUREQUIP_BACKPACK_MAX}; _canFit = [_itemClassName, _containerName] Call fnc_purequip_canFitInContainer; if (_canFit) then { _itemMass = _itemClassName Call fnc_purequip_getItemMass; if ((_containerMassCurrent + _itemMass) <= _containerMassMax) then { _preSaveArray =+ GW_PUREQUIP_CURRENTTEMPLATE; _innerPreSaveArray = _preSaveArray select GW_PUREQUIP_CONTAINERSEL; _innerSubPreSaveArray = _innerPreSaveArray select 1; _innerSubPreSaveArray pushBack _itemClassName; _innerPreSaveArray set [1, _innerSubPreSaveArray]; _preSaveArray set [GW_PUREQUIP_CONTAINERSEL, _innerPreSaveArray]; GW_PUREQUIP_CURRENTTEMPLATE = _preSaveArray; GW_PUREQUIP_CONTAINERCHANGED = true; }; }; }; }; }; //Request redraw GW_PUREQUIP_REDRAWINV = true; GW_PUREQUIP_RECALC_TOTAL = true; GW_PUREQUIP_RECALC_MASS = true; }; }; //Purchase current template of gear fnc_purequip_purchaseGear = { GW_PUREQUIP_BUYNETCALLRETURN = ["GW_NETCALL_WAITING"]; _buyNetCall = ["equipment","buy",[(getPlayerUID player), GW_PUREQUIP_CURRENTTEMPLATE, false, true], "GW_PUREQUIP_BUYNETCALLRETURN"] Spawn fnc_clt_requestServerExec; waitUntil {scriptDone _buyNetCall}; if (!(GW_PUREQUIP_BUYNETCALLRETURN select 0)) then { playSound "UIFail"; systemChat format ["Unable to purchase gear - %1",(GW_PUREQUIP_BUYNETCALLRETURN select 1)]; } else { playSound "UISuccess"; //Update last purchased template GW_CVAR_TEMPLATES set [0, ["Last Purchased", false, GW_PUREQUIP_CURRENTTEMPLATE, true, (GW_PUREQUIP_BUYNETCALLRETURN select 1)]]; //Equip the player _unitEquipScript = [player, GW_PUREQUIP_CURRENTTEMPLATE] spawn fnc_shr_equipUnit; waitUntil{scriptDone _unitEquipScript}; GW_PUREQUIP_RECALC_TOTAL = true; }; }; //Populate Templates List (Don't get array from server) fnc_purequip_populateTemplates = { private["_parentDisp"]; disableSerialization; _parentDisp = _this select 0; //Populate the list lbClear 1502; { lbAdd [1502, format["%1",(_x select 0)]]; if (_x select 1) then {lbSetColor [1502, _forEachIndex, [0,0.7490,1,1]]}; } forEach GW_CVAR_TEMPLATES; }; //Load template fnc_purequip_loadTemplate = { private["_index","_templateSelected"]; _index = lbCurSel 1502; if (_index != -1) then { _templateSelected = GW_CVAR_TEMPLATES select _index; GW_PUREQUIP_CURRENTTEMPLATE =+ _templateSelected select 2; GW_PUREQUIP_REDRAWINV = true; GW_PUREQUIP_RECALC_TOTAL = true; GW_PUREQUIP_RECALC_MASS = true; GW_PUREQUIP_CONTAINERCHANGED = true; }; }; //Save new template fnc_purequip_saveNewTemplate = { private["_parentDisp"]; disableSerialization; _parentDisp = _this select 0; //Get name of template _templateNameCTRL = _parentDisp displayCtrl 1400; _templateName = ctrlText _templateNameCTRL; if (_templateName != "") then { GW_PUREQUIP_TEMPLATE_ADD = ["GW_NETCALL_WAITING"]; _templateNetCall = ["equipment","templatenew",[(getPlayerUID player), _templateName, GW_PUREQUIP_CURRENTTEMPLATE],"GW_PUREQUIP_TEMPLATE_ADD"] Spawn fnc_clt_requestServerExec; waitUntil {scriptDone _templateNetCall}; if (!(GW_PUREQUIP_TEMPLATE_ADD select 0)) then { playSound "UIFail"; systemChat format ["Unable to save new template - %1",(GW_PUREQUIP_TEMPLATE_ADD select 1)]; } else { playSound "UISuccess"; lbAdd [1502, format["%1",_templateName]]; lbSetColor [1502, ((lbSize 1500) - 1), [0,0.7490,1,1]]; GW_CVAR_TEMPLATES pushBack [_templateName, true, GW_PUREQUIP_CURRENTTEMPLATE, true, (GW_PUREQUIP_TEMPLATE_ADD select 1)]; _templateNameCTRL ctrlSetText ""; }; } else { systemChat "Templates must have a unique name"; playSound "UIFail"; }; }; //Update template fnc_purequip_updateTemplate = { private["_parentDisp"]; disableSerialization; _parentDisp = _this select 0; //Get name of template _templateName = if ((lbCurSel 1502) != -1) then {(GW_CVAR_TEMPLATES select (lbCurSel 1502)) select 0} else {""}; _canModify = if ((lbCurSel 1502) != -1) then {(GW_CVAR_TEMPLATES select (lbCurSel 1502)) select 1} else {false}; if (_templateName != "" && _canModify) then { GW_PUREQUIP_TEMPLATE_UPDATE = ["GW_NETCALL_WAITING"]; _templateNetCall = ["equipment","templateupdate",[(getPlayerUID player), _templateName, GW_PUREQUIP_CURRENTTEMPLATE],"GW_PUREQUIP_TEMPLATE_UPDATE"] Spawn fnc_clt_requestServerExec; waitUntil {scriptDone _templateNetCall}; if (!(GW_PUREQUIP_TEMPLATE_UPDATE select 0)) then { playSound "UIFail"; systemChat format ["Unable to update template - %1",(GW_PUREQUIP_TEMPLATE_UPDATE select 1)]; } else { playSound "UISuccess"; GW_CVAR_TEMPLATES set[(lbCurSel 1502), [_templateName, true, GW_PUREQUIP_CURRENTTEMPLATE, true, (GW_PUREQUIP_TEMPLATE_UPDATE select 1)]]; }; } else { if (_templateName == "") then {systemChat "No template selected to delete"}; if (!_canModify) then {systemChat "You can only modify templates you made"}; playSound "UIFail"; }; }; //Delete template fnc_purequip_deleteTemplate = { private["_parentDisp"]; disableSerialization; _parentDisp = _this select 0; //Get name of template _templateName = if ((lbCurSel 1502) != -1) then {(GW_CVAR_TEMPLATES select (lbCurSel 1502)) select 0} else {""}; _canModify = if ((lbCurSel 1502) != -1) then {(GW_CVAR_TEMPLATES select (lbCurSel 1502)) select 1} else {false}; if (_templateName != "" && _canModify) then { GW_PUREQUIP_TEMPLATE_DELETE = ["GW_NETCALL_WAITING"]; _templateNetCall = ["equipment","templatedelete",[(getPlayerUID player), _templateName],"GW_PUREQUIP_TEMPLATE_DELETE"] Spawn fnc_clt_requestServerExec; waitUntil {scriptDone _templateNetCall}; if (!(GW_PUREQUIP_TEMPLATE_DELETE select 0)) then { playSound "UIFail"; systemChat format ["Unable to delete template - %1",(GW_PUREQUIP_TEMPLATE_DELETE select 1)]; } else { playSound "UISuccess"; lbDelete [1502, (lbCurSel 1502)]; GW_CVAR_TEMPLATES deleteAt ((lbCurSel 1502) + 1); }; } else { if (_templateName == "") then {systemChat "No template selected to delete"}; if (!_canModify) then {systemChat "You can only modify templates you made"}; playSound "UIFail"; }; }; //Button should be hidden by default _emptyContainerCTRL = _display displayCtrl 1609; _emptyContainerCTRL ctrlShow false; //Fill the purchase categories combobox with all the categories lbClear 2100; lbAdd [2100, "Primary Weapons"]; lbSetData [2100, 0, "WEAP_PRIMARY"]; lbAdd [2100, "Secondary Weapons"]; lbSetData [2100, 1, "WEAP_SECONDARY"]; lbAdd [2100, "Sidearms"]; lbSetData [2100, 2, "WEAP_SIDEARM"]; lbAdd [2100, "Ammo & Ordnance"]; lbSetData [2100, 3, "MAGAZINES"]; lbAdd [2100, "Attachments"]; lbSetData [2100, 4, "ATTACHMENTS"]; lbAdd [2100, "Headgear"]; lbSetData [2100, 5, "HEADGEAR"]; lbAdd [2100, "Vests"]; lbSetData [2100, 6, "VESTS"]; lbAdd [2100, "Uniforms"]; lbSetData [2100, 7, "UNIFORMS"]; lbAdd [2100, "Backpacks"]; lbSetData [2100, 8, "BACKPACKS"]; lbAdd [2100, "Facewear"]; lbSetData [2100, 9, "FACEWEAR"]; lbAdd [2100, "Other Items"]; lbSetData [2100, 10, "OTHERS"]; //First template shown should be what the player currently has equipped GW_PUREQUIP_CURRENTTEMPLATE = [player, true] Call fnc_shr_getEquipArray; //Select primary weapons by default lbSetCurSel [2100, 0]; GW_PUREQUIP_CHANGEDCATEGORY = true; //Need to draw the inventory _redrawUI = [_display] Spawn fnc_purequip_redrawInventory; _recalcPrice = [_display] Spawn fnc_purequip_updateCost; _recalcMass = [_display] Spawn fnc_purequip_updateMasses; _templatePop = [_display] Spawn fnc_purequip_populateTemplates; //Unblock UI for network call _netBlockBGCTRL = _display displayCtrl 1110; _netBlockBGCTRL ctrlShow false; _netBlockTextCTRL = _display displayCtrl 1111; _netBlockTextCTRL ctrlShow false; //Main Updater while {dialog} do { //If player dies, close dialog if (!alive player) exitWith {closeDialog 60003}; //Disable/Enable purchase button depending on if there are enemies near the player _hostiles = [GW_CVAR_SIDE, (getPosATL player), 100] Call fnc_shr_getHostilesInArea; if (_hostiles == 0) then {(_display displayCtrl 1604) ctrlEnable true} else {(_display displayCtrl 1604) ctrlEnable false}; //User selected to load a template if (GW_PUREQUIP_LOADTEMPLATE) then { GW_PUREQUIP_LOADTEMPLATE = false; _templateLoad = [] Spawn fnc_purequip_loadTemplate; waitUntil {scriptDone _templateLoad}; }; //User selected purchase equipment if (GW_PUREQUIP_PURCHASEEQUIPMENT) then { GW_PUREQUIP_PURCHASEEQUIPMENT = false; _gearPurchase = [] Spawn fnc_purequip_purchaseGear; waitUntil {scriptDone _gearPurchase}; }; //Changed category (Need to halt execution to make sure it's done populating) if (GW_PUREQUIP_CHANGEDCATEGORY) then { GW_PUREQUIP_CHANGEDCATEGORY = false; _gearPopulate = [(lbCurSel 2100), _display] Spawn fnc_purequip_populateGearList; waitUntil {scriptDone _gearPopulate}; }; //Recalc Total of Template if (GW_PUREQUIP_RECALC_TOTAL) then { GW_PUREQUIP_RECALC_TOTAL = false; _recalcPrice = [_display] Spawn fnc_purequip_updateCost; waitUntil {scriptDone _recalcPrice}; }; //Figure out mass of containers if (GW_PUREQUIP_RECALC_MASS) then { GW_PUREQUIP_RECALC_MASS = false; _recalcMass = [_display] Spawn fnc_purequip_updateMasses; waitUntil {scriptDone _recalcMass}; }; //Changed primary selection (Only need to do this if we're on the weapons categories) if (GW_PUREQUIP_PRIMARYLISTCHANGED) then { GW_PUREQUIP_PRIMARYLISTCHANGED = false; _categorySelected = lbCurSel 2100; if (_categorySelected == 0 || _categorySelected == 1 || _categorySelected == 2) then { _currentSelectedPrimary = lbCurSel 1500; if (_currentSelectedPrimary != -1) then { //Make sure our selected index is a valid index within the new category if ((lbSize 1500) > _currentSelectedPrimary) then { _magsPopulate = [_currentSelectedPrimary] Spawn fnc_purequip_populateMagazineList; _attachPopulate = [_currentSelectedPrimary] Spawn fnc_purequip_populateAttachmentList; waitUntil {scriptDone _magsPopulate && scriptDone _attachPopulate}; } else { //If there's at least 1 weapon in there, select that one if ((lbSize 1500) > 0) then { lbSetCurSel [1500, 0]; _magsPopulate = [0] Spawn fnc_purequip_populateMagazineList; _attachPopulate = [0] Spawn fnc_purequip_populateAttachmentList; waitUntil {scriptDone _magsPopulate && scriptDone _attachPopulate}; } } }; }; }; //Container Changed if (GW_PUREQUIP_CONTAINERCHANGED) then { GW_PUREQUIP_CONTAINERCHANGED = false; if (GW_PUREQUIP_CONTAINERSEL != -1) then { _containerClass = (GW_PUREQUIP_CURRENTTEMPLATE select GW_PUREQUIP_CONTAINERSEL) select 0; if (_containerClass != "") then { _containerPop = [GW_PUREQUIP_CONTAINERSEL] Spawn fnc_purequip_populateContainerList; waitUntil {scriptDone _containerPop}; } else { GW_PUREQUIP_CONTAINERSEL = -1; }; }; //Update container text if (GW_PUREQUIP_CONTAINERSEL == -1) then { lbClear 1504; _containerTextCTRL = _display displayCtrl 1108; _containerTextCTRL ctrlSetStructuredText (parseText format ["No Container Selected"]); _emptyContainerCTRL = _display displayCtrl 1609; _emptyContainerCTRL ctrlShow false; } else { _containerText = ""; if (GW_PUREQUIP_CONTAINERSEL == 4) then {_containerText = "Uniform"}; if (GW_PUREQUIP_CONTAINERSEL == 5) then {_containerText = "Vest"}; if (GW_PUREQUIP_CONTAINERSEL == 6) then {_containerText = "Backpack"}; _containerTextCTRL = _display displayCtrl 1108; _containerTextCTRL ctrlSetStructuredText (parseText format ["Contents of %1",_containerText]); _emptyContainerCTRL = _display displayCtrl 1609; _emptyContainerCTRL ctrlShow true; }; }; //Redraw requested if (GW_PUREQUIP_REDRAWINV) then { GW_PUREQUIP_REDRAWINV = false; _redrawUI = [_display] Spawn fnc_purequip_redrawInventory; waitUntil {scriptDone _redrawUI}; }; //Update selected template if (GW_PUREQUIP_UPDATETEMPLATE) then { GW_PUREQUIP_UPDATETEMPLATE = false; _templateUpdate = [_display] Spawn fnc_purequip_updateTemplate; waitUntil {scriptDone _templateUpdate}; }; //Delete selected template if (GW_PUREQUIP_DELETETEMPLATE) then { GW_PUREQUIP_DELETETEMPLATE = false; _templateDelete = [_display] Spawn fnc_purequip_deleteTemplate; waitUntil {scriptDone _templateDelete}; }; //Save new template if (GW_PUREQUIP_SAVENEWTEMPLATE) then { GW_PUREQUIP_SAVENEWTEMPLATE = false; _templateSaveNew = [_display] Spawn fnc_purequip_saveNewTemplate; waitUntil {scriptDone _templateSaveNew}; }; uiSleep 0.1; };
  12. Hello, I've designed model of his idea of waiting for a chair but after I finished the design and programming when I run the game with a Mod show me this message : Config : https://www.dropbox.com/s/9j0nrogus30a12x/config.cpp?dl=0 What is the solution ???? Regards, Abdul Rahman.
  13. I thought I'd share this little workaround I've come up with regarding wrong texture sorting. As per title, it refers to the cases where units aren't hidden by particles, usually smoke. Like here: This has been discussed before, and even some solutions were provided by a dev. Unfortunately, none of those worked for me for this particular texture. For some reason, the texture used for the equipment of the units shown in the screenshot above was causing all this problem with sorting. Nothing mentioned in that thread worked for me. Neither changing the name of the texture, copy pasting in a new file, exporting from the blood version (with blood hidden), exporting to tga through Irfanview (instead of GIMP), etc. There were some oddities regarding the texture, though. Its size, once conveted to .paa, was particularly big (about 300kb when the rest were 170). Also, checking the texture in TexView2 (as it provides more feedback than TexView) showed that the texture was in AI88 format and not DXT1, as it should. Why this was the case, I don't know. The workaround Seeing that nothing I was trying worked, and that the exported tga seemed to be the root of all the problems, I decided to export to jpg instead, and created the paa from version. This solved it. So, if you ever happen to be in this same situation, consider exporting as jpg instead of tga. No idea how to work around this when using textures with alpha channels, though. Not sure the jpg can preserve the alpha information. The same units with fixed textures (they are properly hidden now): And here's a zip file with the faulty texture and both the bugged and fixed paas, just in case you're curious or come up with another workaround: https://www.mediafire.com/download/3sd6bm2z9klsvph/bugged_texture_example.zip
  14. NOTE: 2.16. PROF/PERF up! you don't need a new client on the PERF/PROF server! there is a branch on steam you may use, but beware that sometimes data on Dropbox are newer due to manual build e.g. on weekend: Servers (down, up only if needed): PERF = STABLE branch compatible, no debug layer, no #captureFrame nor diag_captureFrame PROF = STABLE branch compatible, with debug layer, with #captureFrame / diag_captureFrame possible server fps increases and clients may experience higher fps too downloads
×