- 1Using
- 1.1Export
- 2Modding
- 2.2Virtual Ammo Box
Arsenal is, essentially, a character, equipment and weapon viewer which has been added to Arma 3 in the Bootcamp update.This tool offers an overview of the available content, and enables customized loadouts to be exported to script, which can be used in the editor, other game modes, such as Zeus, and by community scenarios/mods.
You can access it from the main menu by locking on LEARN > VIRTUAL ARSENAL
Using
Arsenal is, essentially, a character, equipment and weapon viewer which has been added to Arma 3 in the Bootcamp update. This tool offers an overview of the available content, and enables customized loadouts to be exported to script, which can be used in the editor, other game modes, such as Zeus, and by community scenarios/mods. Arsenal is, essentially, a character, equipment and weapon viewer which has been added to Arma 3 in the Bootcamp update. This tool offers an overview of the available content, and enables customized loadouts to be exported to script, which can be used in the editor, other game modes, such as Zeus, and by community scenarios/mods.
Export
- Jul 28, 2016 Arma 3 General Discussions. How to add Virtual Arsenal to A Eden Editor Mission? this,true spawn BISfncarsenal; to the containers Init field #5.
- Apr 08, 2015 'AmmoboxInit',this,true call BISfncarsenal; in the init should add everything.
Export to SQF
Clicking on EXPORT button or pressing Ctrl + C will copy the current loadout to clipboard in SQF format. You can paste it to soldier's init field or use it in a script.
You can take the same code and import it (Ctrl + V) back to Arsenal. Use this to share loadouts with other players.
Example:Show text
Export to CPP
Pressing CTRL + SHIFT + C will export the loadout in config format, which can then be used in CfgRespawnInventory.Example:
Zeus Ammo Box
As Zeus, you can create virtual ammo box where players can endlessly resupply. Instead going through the classic inventory screen, they'll be able to access Arsenal and select any item you'll give them. Download web freer browser for mac.
- Play a scenario as Zeus
- Place an ammo box (Units > Empty > Other > Ammo > [anything from the list])
- Select an item you want to make available in the Arsenal
- Decrease number of items to 0. Button on the left should change from '-' to '∞'
- Click on the button once more. Number of items should now be infinite
- After confirming, players will be able to access Arsenal through a new action attached to the box.
Zeus Unit Arsenal
Zeus can use Arsenal module to quickly customize gear of any AI soldier. It doesn't work on players, dead units or vehicles.
- Play a scenario as Zeus
- Find a unit you want to customize
- Select Modules > Zeus > Arsenal
- Place the module on top of the unit
- Arsenal interface will be opened. You can either set specific items, or you can load previously saved loadout.
Zeus Respawn Loadouts
Saved loadout can be given to players as respawn loadouts by Zeus. Works only in scenarios with MenuInventory respawn template enabled.
- Save your loadout
- Play a scenario as Zeus
- Place Modules > Respawn > Loadouts
- Select side tab
- Expand Arsenal category
- Select the saved loadout.
- After confirming, players of the given side will be able to respawn with your loadout.
Shortcuts
Shortcut | Description |
---|---|
Ctrl + Shift + C | Copies current loadout in config format to the clipboard, can be used for CfgRespawnInventory |
Ctrl + C | Exports current loadout in script format |
Ctrl + V | Applies loadout from clipboard to currently viewed unit |
ESC | Leave Arsenal |
Backspace | Test current loadout |
Enter | Start preview |
Ctrl + R | Randomise loadout |
N | Toggle view mode |
![Arma Arma](/uploads/1/2/6/6/126632049/315978535.png)
Modding
Access
You can use Arsenal in a scenario you're designing simply by calling the following function:
This version has several limitations as opposed to the Virtual one:
- Voice, Face and Insignia are not available (to avoid clashing with profile)
- Not all assets are automatically present, designer has to whitelist allowed classes. By default, only player's current equipment is available.
To open Arsenal with full options, execute:
Virtual Ammo Box
You can also use Arsenal as virtual inventory, allowing players to get unlimited number of items of given types from an ammo box. Action to access the Arsenal will be added automatically on all clients, you don't need to use addAction to enable it.
Syntax (shared by all mentioned functions):
or
- box: Object - ammo box on which the action will be added
- allowAll: Boolean - (Optional) true to add all available weapons, magazines, items and backpacks in the box
- condition: Boolean - (Optional, default { true} ) condition for showing the Arsenal action
- Passed arguments are the same as in addAction condition, i.e., _target - the box, _this - caller
Returned value:Nothing
Example (paste it into init field of a box)
Mail for mac os x. To set which specific items should be available, use functions mentioned below.
You can preview all functions in in-game Functions viewer (while in editor, press Functions button or Ctrl + F)
Add
Functions:
Field Notice: FN - 70445 - AnyConnect Secure Mobility Client Users with macOS 10.15.x Might Not Be Able to Establish VPN Connections or Might Receive Pop-Up Warning Messages. Gold-standard in cyber security. Protect yourself from hacking and data breaches with the best cyber security program available today. The Cisco AnyConnect Secure Mobility Client has raised the bar for end users who are looking for a secure network. When autocomplete results are available use up and down arrows to review and enter to select. Cisco anyconnect secure mobility client download. Download Cisco AnyConnect Secure Mobility Client 4.8.03052 for Windows. Fast downloads of the latest free software!
Syntax (shared by all mentioned functions):
- target: Object or Namespace - ammo box to which classes will be added. When missionNamespace is used, they will be available across all boxes.
- classes: Boolean or Array of Strings - whitelisted classes. Alternatiovely, use true to whitelist everything of the given type
- isGlobal (Optional): Boolean - true to add classes globally (default: false)
- addAction (Optional): Boolean - true to add 'Arsenal' action which players can access the Arsenal (default: true)
Returned value:Array of Arrays: All virtual items within the target's space in format [<items>, <weapons>, <magazines>, <backpacks>]
Example:
To add everything, use:
Remove
Functions:
(Note: Only cargo specifically whitelisted can be removed via these commands e.g creating an arsenal container with a whitelist of true (<allowAll>) and then trying to remove 'arifle_MX_ACO_pointer_F' will not work)
Syntax (shared by all mentioned functions):
- target: Object or Namespace - ammo box from which classes will be removed.
- classes: Array of Stringss - removed classes
- isGlobal: Boolean - (Optional, default false) true to remove classes globally
Returned value:Array of Arrays: All virtual items within the target's space in format [<items>, <weapons>, <magazines>, <backpacks>]
Example:
If an arsenal container has been created by using true as the whitelist (<allowAll>) then a string of '%ALL' (ALL CAPITAL LETTERS) will be inserted into the category array. To remove this kind of whitelist instead use.
Get
Functions:
Syntax (shared by all mentioned functions):
- target: Object or Namespace
Returned value:Array of Arrays: All virtual items within the target's space in format [<items>, <weapons>, <magazines>, <backpacks>]
Example:
Retrieved from 'https://community.bistudio.com/wiki?title=Arma_3_Arsenal&oldid=155776'
Hover & click on the images for descriptions
Description
Arma 3 Arsenal Box Script
Modes:Arma 3 Virtual Arsenal Initial
- 'Open' - Open the Arsenal
- 0 (Optional): BOOL - true to open full Arsenal, with all categories and items available (default: false)
Syntax
- Syntax:
- [mode,params] callBIS_fnc_garage
- Parameters:
- [mode,params]: Array
- mode: String
- params: Any
- Return Value:
- Nothing
Arma 3 Ace Arsenal
Examples
- Example 1:
['Open',true] call BIS_fnc_garage;
- Example 2:
thisaddAction ['Open Garage',{ //Create a position 30 meters infront of the player _pos = playergetPos [30,getDirplayer]; //Create empty helipad at the position and save it in the global variable BIS_fnc_garage_center BIS_fnc_garage_center = createVehicle [ 'Land_HelipadEmpty_F', _pos, [], 0, 'CAN_COLLIDE' ]; [ 'Open', true ] callBIS_fnc_garage; }];
- Example 3:
thisaddAction ['Open Garage',{ //Create a position 30 meters infront of the player _pos = playergetPos [30,getDirplayer]; //Create empty helipad at the position _vehicle = createVehicle [ 'Land_HelipadEmpty_F', _pos, [], 0, 'CAN_COLLIDE' ]; //Pass created vehicle to function for use as position ['Open',[ true, _vehicle ]] callBIS_fnc_garage; }];
Additional Information
- Execution:
- call
- See also:
- Arsenal
- Groups:
- Vehicles
Notes
Only post proven facts here. Report bugs on the Feedback Tracker and discuss on the Arma Discord or on the Forums.
- Posted on May 31, 2015 - 07:09 (UTC)
- Larrow
- Available namespace variables
missionNamespace BIS_fnc_arsenal_center //copy of BIS_fnc_garage_center BIS_fnc_arsenal_fullGarage //holds param 1 of 'open' statement BIS_fnc_arsenal_group //Group spawned vehicle is created in, default players group BIS_fnc_arsenal_type //--- 0 - Arsenal, 1 - Garage BIS_fnc_garage_center //Hold a reference to an OBJECT of where to spawn selected garage vehicle BIS_fnc_garage_centerType ?//default selected vehicle model from config bis_fnc_garage_data //Array of vehicles for garage tabs - see below BIS_fnc_garage_turretPaths ? []uiNamespace BIS_fnc_arsenal_cam //null if arsenal is not open else holds reference to arsenal display BIS_fnc_arsenal_toggleSpace ? bis_fnc_garage_defaultClass //Default class to display BIS_fnc_garage_stats //min and max values of config ['maxspeed','armor','fuelcapacity','threat'] of cfgVehicles >> crew
Available scripted eventHandlers//[ namespace event is stored in, event name, passed variables ][ missionnamespace, 'garageOpened', [ _display, _toggleSpace ] ][ missionNamespace, 'garageClosed', [ displaynull, uinamespace getvariable [ 'BIS_fnc_arsenal_toggleSpace', false ] ] ]
Structure of BIS_fnc_garage_dataBIS_fnc_garage_data = [ //CARS [ //model 'a3soft_foffroad_01offroad_01_unarmed_f', //config paths of classes that use above model [ config.bin/CfgVehicles/C_Offroad_01_F, config.bin/CfgVehicles/B_G_Offroad_01_F ], 'a3soft_fmrap_02mrap_02_gmg_f', [ config.bin/CfgVehicles/O_MRAP_02_gmg_F ] ], [], //ARMOR [], //HELIS [], //PLANES [], //NAVAL [] //STATICS]
Arma 3 Virtual Arsenal Init Mod
The above overview isn't fully correct:Arma 3 Arsenal Box
- BIS_fnc_garage_centerType returns by default the model path of the 'default class'
gettext (configfile >> 'cfgvehicles' >> _classDefault >> 'model')
yet once a vehicle is selected it returns its class name. - BIS_fnc_garage_center returns by default the player reference, yet otherwise the created vehicle object
Arma 3 Virtual Arsenal Init Server
Retrieved from 'https://community.bistudio.com/wiki?title=BIS_fnc_garage&oldid=165498'