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[feature request] enhanced arsenal
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Description

Hi,
First of all, thanks for the "edit loadout" in Eden. It's a very useful tool! You can access to arsenal and it's possible to copy to clipboard any loadout. But furthermore, you can create a composition to save one or several units with specific loadout. Nice! This is also worth working for crates, then vehicles contents. What else?

On the other hand, there is no simple way to restrain or choose the inventory of the arsenal. We still need to script with BIS functions.
Is it possible to improve Arsenal, in order to check authorized weapons and gears while in Eden, then access to a restraint arsenal during mission?

Thanks

Details

Severity
None
Resolution
Open
Reproducibility
N/A
Operating System
Windows 10
Category
Feature Request

Event Timeline

PiepMGI created this task.Jan 11 2017, 7:31 PM
Alwin claimed this task.Jan 12 2017, 10:43 AM
Alwin changed the task status from New to Reviewed.

Hi, @PiepMGI

Thank you for a good observation. We´ll decide what to do with this.

We´ll contact you as soon as possible.

Hello again,

could you give us better description of your request? We´ve read what you wrote and we´re not sure if we understand.

Set up, what will be available in Arsenal crates is already going on, just open the boxes attributes (2x LMB) and the very bottom of the Storage Equipment. Although, If you change Type to Virtual and configure what item types have to be inside. The player would see only those items at Arsenal.

Thank you for respond.

Oh! thank you for this point, I understand you can filter what you need in crates with the "virtual" tab.

On the other hand, is it possible to add a Eden menu with Arsenal, then open a "Eden" arsenal with check boxes on each item? In order to configure what will be accessible in the mission, each time a player will access to arsenal (in any manner crates/vehicles loadouts, player addons, scripted arsenal with BIS_fnc_Arsenal).

An overall limitation, but also a quicker setting for all arsenal objects in other term. Thank you

Hi, @PiepMGI

Your suggestion is already working. That's exactly what Equipment Storage attribute is doing right now but not in the Arsenal environment, just in the table.
Designers says that this suggestion doesn´t make sense.

Can I ask you, what is wrong about current setting?

Dev solution is "object" oriented. I mean you must place crates in editor then choose virtual equipment storage.
pro: you can define any virtual "arsenal" you want,
cons: all crates are different, because it's not The full arsenal but simply the predetermined loaded equipment, set to infinite amount.
Example: a quad will return by default an infinite amount of FirstAidKit... you have to make all the rest of arsenal, even if selecting several crates at a time;
and furthermore, what motivated my request, you still have to script any spawned arsenal with tough functions to limit them.
It's so frustrating to see a limited arsenal (or something close) but to be unable to pick that for a script.
There is no easy way to script a "vanilla" limited arsenal without digging in cfgClasses, not saying the need to take into account some popular mods.

My aim is not to improve the editor, but merely, to make scripting easier via editor, adding by the way, a new possibility to arsenal.

What I suggest is:

  • to add a sub-menu in editor, mission tab (after general,environment, multiplayer...) to define "custom arsenal",
  • then add check boxes for BLUFOR, OPFOR, INDEP, CIVILIAN, plus DEFAULT to mark one of these sides.
  • If box checked,
  • open arsenal, then add check boxes for allowed weapons/items (arsenal improvement in editor only)
  • Customized sided arsenal are saved.

Now, if the case applies, you can see this preset (allowed items) in the virtual equipment storage of all crates/vehicles (as if mission maker already checked them).
And you keep the possibility to modify this storage if necessary, acting on a specific crate/vehicle.
And more than else: each time a script calls for arsenal, you get the holy default limited one. (as you can't parameter a side for arsenal so far)

Two remarks:
I suggested a way to define a custom arsenal, while in editor, using the arsenal display. Then rather than choosing a loadout of a unit, checking for multiple possibilities (like in equipment storage).
No matter the way your devs will find. Please simplify the limited arsenal process!!!

As weapons are definitely not sided at all, if you want to spawn some particular weapons in particular places, just say weapons currently used by OPFOR in an OPFOR area, you need many lines of code just to determine what weapons will spawn. Picking them in a limited arsenal coming from editor could be a must. Right?

This comment was removed by PiepMGI.
PiepMGI added a comment.EditedJan 13 2017, 7:54 PM

What I tried:
place a hunter (vanilla editor), select virtual equipment storage, verify there is a list of items with infinite amount;
in init field:

copyToClipboard str(this call BIS_fnc_getVirtualItemCargo)

(run same code for weapon, backpack, magazine)
run the mission (preview)
go to notepad, paste clipboard.
Try to use the result with the BIS_fnc_addVirtualItemCargo

So, a bunch of work, but you avoid to dig in cfgClasses, at least.

My alternate solution:
Add a copyToClipboard button, to be clicked when the virtual storage is completed.
The format should be fully compatible with bis_fnc_Arsenal and, more precisely with such functions like BIS_fnc_addVirtualItemCargo / BIS_fnc_getVirtualItemCargo...

The aim is to make a ready to script limited Arsenal faster than ever.

Hi, @PiepMGI

We are appreciate your effort to improve our Editor settings. I´ve contacted Eden designers, and for your information, solution provided by you is possible and very thanks for it. Unfortunately, it´s not a priority now, they said.

Please don´t be frustrated. If we decide to make some improvements in future, we will take into consideration your solution.

Thank you for cooperation.

No problem. Thanks for your attention. I really appreciate the time you took for answer.

Alwin closed this task as Resolved.Jan 17 2017, 10:05 AM