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Found 2 results

  1. Hi all you great helpers. If i want to add some : ammo, backpacks, weapons, googles, uniforms and more into a spawned ammobox. i have tried this LL_BoatBoxLand = createVehicle ["rhs_7ya37_1_single", position player, [], 0, "NONE"]; clearItemCargo LL_BoatBoxLand; LL_BoatBoxLand additemcargo ["30Rnd_556X45_Stanag, 5"]; i don't know if i use a wrong command. Cheers Play3r
  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;
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