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Virtual Arsenal weapon or item restrictions not functional (Virtual Ammobox).
Closed, ResolvedPublic

Description

https://community.bistudio.com/wiki/Arsenal#Virtual_Ammo_Box

And i can not understand why it isn´t fixed in 1.30?
You promised to fix this issue in 1.30
We are not able to use the Arsenal when we dont want that everybody can use Thermal Scopes etc.

That's not a state!
Helicopter or not, not a penny before it does not run properly !!!! And I say it loud, you can bet on it!

I understand that ArmA is a complex program and that it is extremely difficult to constantly keep in mind all eventualities, but it is your own fault. If you dont looped through the OPF system till today, because of laziness, you dont have to listen to this. And yes, i mean the situations on balcony island in Kavala and elsewhere on Altis. If we, your customers would not consume such a huge amount of painkillers, there was no way to recommend your Products! Keep that in Mind!

Details

Legacy ID
58043427
Severity
None
Resolution
Fixed
Reproducibility
Always
Category
Virtual Arsenal
Steps To Reproduce

Event Timeline

CHIMERACyborg edited Additional Information. (Show Details)
CHIMERACyborg set Category to Virtual Arsenal.
CHIMERACyborg set Reproducibility to Always.
CHIMERACyborg set Severity to None.
CHIMERACyborg set Resolution to Fixed.
CHIMERACyborg set Legacy ID to 58043427.May 7 2016, 7:31 PM

Can anyone reproduce this in the dev-branch? I can't.

It is not fixed in 1.30 because the 1.30 update was a hotfix (containing only MP desync fixes). The next full update will be 1.32 with this issue fixed as well.

Mass-closing all resolved issues not updated in the last month.

Please PM me in BI Forums (http://forums.bistudio.com/member.php?55374-Fireball) if you feel your bug was closed in error.

This issue is still present v1.98.

I ceated a mission in the Eden editor and used the Virtual Environment map.

I added a single unit and a weapon crate which I named CRATE_1.

Then in the mission directory (the one with the mission.sqm file) I added an init.sqf file with the following code:

["AmmoboxInit", [CRATE_1, true]] spawn BIS_fnc_arsenal;
sleep 1;

_weaponsToExclude = [
   "arifle_MX_GL_F",
   "arifle_MX_GL_khk_F",
   "arifle_MX_GL_Black_F"
];

[ CRATE_1, _weaponsToExclude , true ] call BIS_fnc_removeVirtualWeaponCargo;

However all the MX assault rifles with grenate launchers continue to appear in the vritual arsenal when it is opend.

Additionally I notice an error message being displayed in the bottom right corner, that appears when you open the virtual arsenal:

[BIS_fnc_baseWeapon] Class '%ALL' not found in CfgWeapons

Strider