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Accessing Virtual Arsenal removes backpack
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Description

Accessing the Virtual Arsenal for the first time in a mission removes the player's backpack. Repro mission below. {F26015}

Details

Legacy ID
392625175
Severity
None
Resolution
Open
Reproducibility
Always
Category
Virtual Arsenal
Steps To Reproduce

Load repro mission:

  • check the inventory and notice the backpack
  • approach the crate and access Virtual Arsenal
  • notice that the backpack is gone

Event Timeline

pops edited Steps To Reproduce. (Show Details)Apr 9 2015, 5:34 PM
pops set Category to Virtual Arsenal.
pops set Reproducibility to Always.
pops set Severity to None.
pops set Resolution to Open.
pops set Legacy ID to 392625175.May 8 2016, 11:52 AM

If the virtual arsenal does not have the backpack you're wearing it removes it.
This is pretty annoying as most of the time if a Zeus creates an arsenal they do not add all or any backpacks. Please fix this.

Gundy added a subscriber: Gundy.May 8 2016, 11:52 AM
Gundy added a comment.Apr 27 2015, 2:15 PM

Just noticed this problem as well, please fix.

Still an issue in v1.52 and extremely annoying.

TutSi added a subscriber: TutSi.May 8 2016, 11:52 AM
TutSi added a comment.Oct 18 2015, 3:56 PM

It removes almost all moded content. Uniforms, vests, backpacks from RHS and i think much more from other mods. And you just discover it with vanilla - little tweak is what we need.

Just for your info, I made a workaround on this by overriding the function and adding the backpack of the player who access arsenal locally in the script action lines and removing it locally once he closes it. Not good, as sometimes the backpack stays "unlocked" but better than loosing the backpack and all it's stuff inside.

TutSi added a comment.Dec 4 2015, 11:48 AM

Wow..... i'm not so good at it, can you upload this workaround for this?

I dont want to mess the thread. Try to put this code right before the ["Open",[nil,_box,_unit]] call bis_fnc_arsenal; and override the function:

_backpack = backpack _unit;

						if ( _backpack != "" ) then
							{
							//Will it of been added to internal whitelist?
							_inScope = false;
							{
							if ( isNumber( configFile >> "CfgVehicles" >> _backpack >> _x ) && { getNumber( configFile >> "CfgVehicles" >> _backpack >> _x ) isEqualTo 2 } ) exitWith { true };
							}forEach [ "scope", "scopearsenal" ];
							if !( _inScope ) then
								{
								//Reset the internal whitelist
								missionNamespace setVariable [ "bis_fnc_arsenal_data", nil ];
								//Create internal whitelist
								[ "Preload" ] call BIS_fnc_arsenal;
								//Force add backpack to internal whitelist
								_tmpWhitelistBackpacks = ( missionNamespace getVariable "bis_fnc_arsenal_data" ) select 5;
								_tmpWhitelistBackpacks pushBack _backpack;
								};
							};

Not bulletproof but works sometimes :)

TutSi added a comment.Dec 4 2015, 3:16 PM

I use personal arsenal addon :
if !(hasinterface) exitwith {};
private["_keyDown"];

  • spawn {

waitUntil {!isNull player && player == player};
waitUntil{!isNil "BIS_fnc_init"};
waitUntil {!(IsNull (findDisplay 46))};

private["_i", "_keyDown"];

	_keyDown = (findDisplay 46) displayAddEventHandler ["KeyDown", "if (_this select 1 == 157) then {['Open', true] call BIS_fnc_arsenal;}"];

};
player enablefatigue true;
player addEventhandler ["Respawn", {player enableFatigue true}]; ŻAńm=řË(Űwuî ~wp

well, put it inside the code of the KeyDown EH