bullet purveyor 85 Posted July 1, 2014 Is the ambient "engine in a distance" sound in the new VR map intentional? Pretty annoying. Share this post Link to post Share on other sites
NorX Aengell 23 Posted July 1, 2014 Hi, really good job on the Virtual Arsenal, i really enjoy it :). Any chance to have the possibilities to call the Arsenal in game ? In a way like Dsylexcy do with his own "Arsenal" ? With a list of restricted items depending of the mission maker or not ^^... I see a great potential for customisation or restriction for soldier loadouts. I'm really in love with the potential of this feature :D. Share this post Link to post Share on other sites
moricky 211 Posted July 1, 2014 Yes, you can access Arsenal anywhere you want, and it's possible to whitelist specific items. I'm currently describing it on Community Wiki ;) Share this post Link to post Share on other sites
Imperator[TFD] 444 Posted July 1, 2014 I couldn't find UAV Terminals in the items lists to add to inventory. Also, is it possible to allow addition of weapons (and their magazines) to backpacks? Share this post Link to post Share on other sites
Brisse 78 Posted July 1, 2014 I couldn't find UAV Terminals in the items lists to add to inventory. The UAV terminals are in the gps slot. Share this post Link to post Share on other sites
NorX Aengell 23 Posted July 1, 2014 (edited) Oh sorry Moricky i didn't know there's already a wiki for this :p. And i would be really awesome if we can have an Arsenal for vehicle too in the futur :p (Choose the loadout in the vehicle and/or choose the camo if several is available). Awesome thx again :). Edited July 1, 2014 by NorX_Aengell Share this post Link to post Share on other sites
Frankdatank1218 39 Posted July 1, 2014 Yes, you can access Arsenal anywhere you want, and it's possible to whitelist specific items. I'm currently describing it on Community Wiki ;) How does that work? I put the virtual ammobox code into y description.ext and now my mission crashes at startup. The wiki gives no indication where to put the code. This is way more convoluted to implement than the playermade VAS script. I need help. Share this post Link to post Share on other sites
Kydoimos 916 Posted July 1, 2014 Love the new insignia! Where can I find the commands for them! Brilliant work Devs! :) Share this post Link to post Share on other sites
NorX Aengell 23 Posted July 1, 2014 Uhh. yeah after a few test it seem to crash when i try to execute the command...Both ["Open",true] call BIS_fnc_arsenal; or [] call BIS_fnc_arsenal;. In a custom mission in multiplayer or in editor, with and without mod :s. Share this post Link to post Share on other sites
danil-ch 165 Posted July 1, 2014 Yet another regression. Metal plates sounds when moving are missing in the current Dev Build. Stable Dev Share this post Link to post Share on other sites
Kydoimos 916 Posted July 1, 2014 [_unit,"TFAegis"] call bis_fnc_setUnitInsignia; - found it! Beautiful! Just beautiful! Share this post Link to post Share on other sites
Alwarren 2767 Posted July 1, 2014 Love the new insignia! Where can I find the commands for them! Brilliant work Devs! :) If you export a loadout script, look at the bottom, it sets the insignia there if you have chosen one. (NInja'ed :)) Share this post Link to post Share on other sites
AveryTheKitty 2626 Posted July 1, 2014 Where do I put the loadout once I export from Virtual Arsenal? Share this post Link to post Share on other sites
kilroy the nerd 14 Posted July 1, 2014 You put the exported script in the init of a unit in the editor. Anyone else been having fun with the random button? I've gotten some interesting combinations. The driver coveralls + the shemag or a balaclava make for a good looking space terrorist, if y'know what I'm saying. Share this post Link to post Share on other sites
maddogx 13 Posted July 1, 2014 You put the exported script in the init of a unit in the editor. Doesn't work because the exported code uses a local variable (_unit) which can't be used in init fields. The easiest way to use the code would be to paste it into an init.sqf file. Btw. for anyone wanting to know what the exported code looks like without having to run the game, here is a random export: // Exported from Arsenal by MadDogX _unit = player; // Remove existing items removeAllWeapons _unit; removeAllItems _unit; removeAllAssignedItems _unit; removeUniform _unit; removeVest _unit; removeBackpack _unit; removeHeadgear _unit; removeGoggles _unit; // Add containers _unit forceAddUniform "U_C_Poor_2"; _unit addItemToUniform "FirstAidKit"; _unit addItemToUniform "Chemlight_green"; _unit addItemToUniform "5Rnd_127x108_Mag"; _unit addVest "V_PlateCarrier1_blk"; _unit addItemToVest "SmokeShell"; _unit addItemToVest "SmokeShellGreen"; _unit addItemToVest "Chemlight_green"; for "_i" from 1 to 2 do {_unit addItemToVest "HandGrenade";}; for "_i" from 1 to 2 do {_unit addItemToVest "5Rnd_127x108_Mag";}; _unit addBackpack "O_Mortar_01_support_F"; _unit addHeadgear "H_Hat_brown"; _unit addGoggles "G_Combat"; // Add weapons _unit addWeapon "srifle_GM6_F"; _unit addPrimaryWeaponItem "optic_Aco"; _unit addWeapon "launch_I_Titan_short_F"; // Add items _unit linkItem "ItemMap"; _unit linkItem "ItemWatch"; _unit linkItem "ItemRadio"; _unit linkItem "B_UavTerminal"; _unit linkItem "NVGoggles_OPFOR"; // Set identity _unit setFace "WhiteHead_15"; _unit setSpeaker "Male02GRE"; [_unit,"GryffinRegiment"] call bis_fnc_setUnitInsignia; Share this post Link to post Share on other sites
Grumpy Old Man 3546 Posted July 1, 2014 A wild guess; you're using the startup parameter -skipIntro also? It disables the background intro. That fixed it, thanks! Share this post Link to post Share on other sites
2nd ranger 282 Posted July 1, 2014 So how do we define our own custom patches? Tried some basic cfgUnitInsignia stuff in the description.ext but no luck. Share this post Link to post Share on other sites
Bouben 3 Posted July 1, 2014 Doesn't work because the exported code uses a local variable (_unit) which can't be used in init fields.The easiest way to use the code would be to paste it into an init.sqf file. Btw. for anyone wanting to know what the exported code looks like without having to run the game, here is a random export: // Exported from Arsenal by MadDogX _unit = player; // Remove existing items removeAllWeapons _unit; removeAllItems _unit; removeAllAssignedItems _unit; removeUniform _unit; removeVest _unit; removeBackpack _unit; removeHeadgear _unit; removeGoggles _unit; // Add containers _unit forceAddUniform "U_C_Poor_2"; _unit addItemToUniform "FirstAidKit"; _unit addItemToUniform "Chemlight_green"; _unit addItemToUniform "5Rnd_127x108_Mag"; _unit addVest "V_PlateCarrier1_blk"; _unit addItemToVest "SmokeShell"; _unit addItemToVest "SmokeShellGreen"; _unit addItemToVest "Chemlight_green"; for "_i" from 1 to 2 do {_unit addItemToVest "HandGrenade";}; for "_i" from 1 to 2 do {_unit addItemToVest "5Rnd_127x108_Mag";}; _unit addBackpack "O_Mortar_01_support_F"; _unit addHeadgear "H_Hat_brown"; _unit addGoggles "G_Combat"; // Add weapons _unit addWeapon "srifle_GM6_F"; _unit addPrimaryWeaponItem "optic_Aco"; _unit addWeapon "launch_I_Titan_short_F"; // Add items _unit linkItem "ItemMap"; _unit linkItem "ItemWatch"; _unit linkItem "ItemRadio"; _unit linkItem "B_UavTerminal"; _unit linkItem "NVGoggles_OPFOR"; // Set identity _unit setFace "WhiteHead_15"; _unit setSpeaker "Male02GRE"; [_unit,"GryffinRegiment"] call bis_fnc_setUnitInsignia; I think it is a shame a bit. I thought it would be more user-friendly. Share this post Link to post Share on other sites
da12thMonkey 1943 Posted July 1, 2014 So how do we define our own custom patches? Tried some basic cfgUnitInsignia stuff in the description.ext but no luck. Would be helpful to know this, and what the requirements are for allowing insignia on custom uniform models (required named selections, config parameters etc.) Share this post Link to post Share on other sites
haleks 8212 Posted July 1, 2014 I think it is a shame a bit. I thought it would be more user-friendly. It would be nice if we could store it in the player's profile, or create a new unit available in the editor. :) Share this post Link to post Share on other sites
Alwarren 2767 Posted July 1, 2014 I think it is a shame a bit. I thought it would be more user-friendly. You can also put "spawn" around it, i.e. [] spawn { _unit = player; .... }; Personally, I think _unit = _this would be better then you could put it into any unit and use this spawn { _unit = _this; .... }; Share this post Link to post Share on other sites
NeoArmageddon 958 Posted July 1, 2014 Zeus is broken with todays dev update. Create new mission, place player and Zeus Gamemaster-Module, Preview: No Entry 'bin\config.bin/CfgPatches.a3_missions_f_bootcamp'. Tested on different computers and servers. Share this post Link to post Share on other sites
Sniperwolf572 758 Posted July 1, 2014 For anyone interested, "bis_fnc_saveInventory_data" in profileNamespace contains the data for loadouts saved in the Arsenal. Here's a sample with two saved loadouts. [ "Something", // Loadout name (1st loadout) [ // 1st loadout block [ // Uniform block "U_B_CTRG_1", // Uniform ["30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag", "30Rnd_65x39_caseless_mag"] // Uniform contents ], [ // Vest block "V_PlateCarrierL_CTRG", // Vest ["9Rnd_45ACP_Mag","9Rnd_45ACP_Mag","9Rnd_45ACP_Mag"] // Vest contents ], [ // Pack block "", // Pack [] // Pack contents ], "H_Beret_02", // Headgear "G_Shades_Black", // Facewear "Laserdesignator", // Binoculars [ // Primary block "arifle_MXM_Black_F", // Primary ["","",""] // Weapon attachment ], [ // Secondary block "", // Secondary [] // Secondary attachments ], [ // Sidearm block "hgun_ACPC2_F", // Sidearm ["","",""] // Sidearm attachments ], [ "ItemCompass", // Compass slot "ItemWatch", // Watch slot "I_UavTerminal" // Terminal slot ], [ "WhiteHead_21", // Face "Male06GRE", // Voice "111thID" // Insignia ] ], "Gingervitis", // Second loadout [ // Second loadout block, etc... [ "U_BG_Guerilla2_3", ["FirstAidKit","Chemlight_green"] ], [ "V_PlateCarrierSpec_rgr", ["30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag"] ], [ "B_FieldPack_blk", [] ], "", "G_Bandanna_oli", "Laserdesignator", [ "arifle_Mk20C_plain_F", ["","acc_pointer_IR",""] ], [ "launch_I_Titan_short_F", ["","",""] ], [ "hgun_P07_F", ["","",""] ], [ "ItemCompass", "ItemWatch", "ItemGPS", "NVGoggles" ], [ "GreekHead_A3_07", "Male12ENG", "111thID" ] ] ] VR Arsenal is very nice - just you cant add any attachments to rifles except M200 and pistolsalso a weapons only viewer would be nice like from A2 btw when you test a weapon - it reminds me alot like :D The soldier telemetry is great, it's a shame that there's no "range" type of environment with range markings and whatnot to facilitate proper weapon testing. Something like they showed back when we were getting the first glimpses of Arma 3 at an E3. The scattered soldiers don't really provide much information. . Share this post Link to post Share on other sites
froggyluv 2136 Posted July 1, 2014 (edited) Wow some nice additions as of late -nice going BI :) VR is pretty wild with TPW mod running - you'll know what I mean. The Arsenal is very cool as well tho also wish it was straight in the editor. New breathing sway mechanics, fatigue on weight carried and inertia on the way...somewhere in the world there's a metal crazed fan who's quite happy right now. Maybe.. Edited July 1, 2014 by froggyluv Share this post Link to post Share on other sites
CaptainAzimuth 714 Posted July 1, 2014 It would be nice if we could store it in the player's profile, or create a new unit available in the editor. :) ^^ I second this. Share this post Link to post Share on other sites