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Arsenal won't allow loading of saved presets [MP]
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I have a MP mission that consists of different levels of soldiers. Using the code below, this is how it is executed in the shortest way possible.

When a player joins the session and opens the arsenal. Everything works as it should. You can save a configuration and exit the arsenal. If you leave the server and come back and try and load that same loadout, all the loadouts are greyed out.

If you need any further information, please ask.



Legacy ID
Virtual Arsenal
Steps To Reproduce


fn_changeGear.sqf (Activated within scroll menu)


//Load gear configuration for clients

  • call playerFunctions_fnc_gearConfig;

//Preload the arsenal
["Preload"] call BIS_fnc_arsenal;

//Put the items in the client's arsenal
[player, Arsitems, true, true] call BIS_fnc_addVirtualItemCargo;
[player, Arsbackpacks, true, true] call bis_Fnc_addVirtualBackpackCargo;
[player, Arsweapons, true, true] call BIS_fnc_addVirtualWeaponCargo;
[player, Arsmagazines, true, true] call BIS_fnc_addVirtualMagazineCargo;

//Spawn the Arsenal on the player
["Open",[nil,player]] spawn BIS_fnc_arsenal;




_basicWeapons =

_basicMags =

_basicItems =

_basicPacks =

_addonWeapons = [];
_addonMags = [];
_addonItems = [];
_addonPacks = [];

_toAddWeapons = [];
_toAddMags = [];
_toAddItems = [];
_toAddPacks = [];

playerRank = player getVariable "playerRank";

for [{_i = 0}, {_i <= playerRank}, {_i = _i + 1}] do

switch (_i) do


		case 1: {};	//Use the basic Loadouts above
		case 2: { 
			_toAddWeapons =	["arifle_MX_GL_F"];
			_toAddMags = ["1Rnd_HE_Grenade_shell"];


_addonWeapons = _addonWeapons + _toAddWeapons;
_addonMags = _addonMags + _toAddMags;
_addonItems = _addonItems + _toAddItems;
_addonPacks = _addonPacks + _toAddPacks;

//Available Weapons
Arsweapons = _basicWeapons + _addonWeapons;

//Available Magazines
Arsmagazines = _basicMags + _addonMags;

//Available Items and Clothing and Attachments
Arsitems = _basicItems + _addonItems;

//Available Backpacks
Arsbackpacks = _basicPacks + _addonPacks;

Event Timeline

FatPiggy edited Steps To Reproduce. (Show Details)Apr 10 2015, 9:28 PM
FatPiggy set Category to Virtual Arsenal.
FatPiggy set Reproducibility to Always.
FatPiggy set Severity to None.
FatPiggy set Resolution to Open.
FatPiggy set Legacy ID to 4093632965.May 8 2016, 11:54 AM

Or simply try to load your saved configs in Arsenal when playing "end game" new MP mode. configs are greyed and you can't load them. You need to choose all weapons/equipments each time you play.

It's different for End Game. Only certain weapons/equipment is allowed, so your layout must comply.

My issue is un-related to the End Game mode. This is within a mission I am developing...

We had a similar issue when we started using the VA to handle our gear on our public server. Something we discovered was that for the purposes of saving and loading gear:

A) the arsenal considers a weapon class name that comes pre-attached with accessories (e.g. "arifle_MX_GL_ACO_F", MX GL with ACO scope) to be distinct from the base class with the ACO accessory added later (“arifle_MX_GL_F”, basic MX GL) and...

B) ONLY base classes can be white-listed and thus loaded from the arsenal.

For example if a player spawns with "arifle_MX_GL_ACO_F", they will be able to edit and save their gear in the VA but then they will not be able to load their saved loadout because "arifle_MX_GL_ACO_F" cannot be white listed in the arsenal. If you edit the players starting loadout to have the base class “arifle_MX_GL_F” and then add the accessories (in this case the “optic_ACO”) separately the player will be able to save and load their loadout even though on the face of it the two loadouts should be the same. Important to remember that pistols also sometimes come with silencers and optics pre-attached, it is important to use the base class for those also.

If you think about it makes perfect sense to only deal with the base classes of the weapons in the arsenal, if you were able to white-list the variants with pre-attached accessories then these classes would appear as duplicate/separate entries in the weapons list. This would unnecessarily bloat your arsenal lists as the very nature of the arsenal makes selecting a base weapon and then added accessories to it much easier.

Another thing to note is that the it makes sense for BIS to create these additional weapon classes with accessories as it allows them to quickly and easily load the various different unit classes without the need for extra scripting commands to add the accessories separately.

All in all it’s a bit annoying that all the default BIS units come with theses weapon classes that are unusable in the arsenal and annoying that this incompatibility isn’t more widely documented but the reasoning behind both the multi-component weapon classes and the fact they are not accessible or visible through the virtual arsenal makes sense.

Sorry for the massive wall of text, it’s a slow day at the office. Hope some of my rambling helps with your situation.

@Cenwulf, I understand what you are trying to hint at, but I am only using the base classes for the weapons and adding the attachments separately.

To further simplify the scenario, if you go into my server with my arsenal setup and remove everything but the uniform or vest or even just a backpack and save the class. Upon relogging, new life, or disconnecting and reconnecting, if you join the same slot and try to load that uniform class, it is still greyed out.

The only time you can load the class is whilst in the same life.

Ah obviously not the same issue we had, sorry I couldn't be more help.

@Cenwulf, I appreciate the time you took to comment though. May help someone else who has come across this ticket.

lev added a subscriber: lev.May 8 2016, 11:54 AM
lev added a comment.Apr 14 2015, 8:28 PM

This is a problem within the end game mp mode as well. Even if you build a load out within end game, it will not load in the next session.

Is anyone able to assist with this issue? At least assign it to a dev?