Arma 3
31 ratings
Data Type: Mod
File Size
0.708 MB
May 4, 2015 @ 10:39am
May 20, 2015 @ 12:50pm
6 Change Notes ( view )

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This mod improves the way the virtual arsenal works when using 'whitelisting' mode. The 'white listing' feature of the (vanilla) arsenal allows scripters to determine what items are or are not available. However, the vanilla white-listing has a few issues. E.g. by default, saved outfits that contain non-whitelisted equipment cannot be loaded. This mod introduces partial loading, i.e. loading all whitelisted parts of a saved outfit. It also includes fixes and improvements related to the white-listing feature.
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Verona Jul 25 @ 11:21am 
can you change the key bind
-SoL-Morpheus [] Jul 13 @ 10:33am 
I like it.. it's just a matter of learning how to use it. Like anything else.
ImperialAlex  [author] Jul 13 @ 6:04am 
Mandar: It's mostly people trying to customize things, which I admitt isn't the easiest thing, but there are a few example scripts included. TBH this mod would need to be rewritten from the ground up to use some of the more recent improvements to the engine and the vanilla arsenal.
But I'm no longer actively modding Arma so it'd be up to somebody else (the source code is available on Github if somebody wants to try)
Mandar Jul 4 @ 2:53pm 
there are so many questions on this mod, I am afraid to use it. Sounds like it needs to be simplified still... why has Bohemia not fixed this?
-SoL-Morpheus [] Jun 13 @ 8:39pm 
I was doing some research on the BIS_fnc_arsenal. I changed the init script from
0 = ["AmmoboxInit",[this,true]] spawn XLA_fnc_arsenal; to this
0 = ["AmmoboxInit",[this,false,{true}]] spawn XLA_fnc_arsenal;
Now when I go into the game only one ARSENAL is listed when you scroll the mouse wheel instead of two, and it is the one that has only the items in it that i want. I am doing an Unsung Virtual Arsenal so I only want the items that are specific to Unsung and ACE3 Medical. SO far working good. I have not tried it on the server yet though.
-SoL-Morpheus [] Jun 13 @ 2:59pm 
Just a quick question. I hope it is simple. I put the 0 = ["AmmoboxInit",[this,true]] spawn XLA_fnc_arsenal; into the init field of an ammo box. Then under the Equipment Storage section i click on the Virtual Arsenal tab and select everything I want in the box. After saving I go into the game to check it out. The Virtual Arsenal loads and only the items I wanted are in there. Awesome... When I look at the box, it show two listings of ARSENAL. The first one is the virtual arsenal I selected items for the second ARSENAL listing is the normal virtual arsenal with EVERYTHING in it. Have you seen this? Is there a way to get rid of the second (unwanted) ARSENAL selection?
Thanks for your time and efforts. Great mod.
Synergy Jun 9 @ 1:02am 
This mod showing Unrecognize mod when I use it on the server with key. Launcher sees it as unrecognize. Any idea?
ImperialAlex  [author] Apr 26 @ 6:32am 
Hey @SnakeDoc: Check out the bottom of this sample script:
It shows you how to set this up, comment at the very top tells you how to link it up with an object in-game, main part of the file is just sample white/black lists and then at the very bottom you see the important xla_fnc_addVirtual[...]Cargo and xla_fnc_arsenal calls :)
SnakeDoc | 85th Apr 25 @ 10:25pm 
Hey, is their any documentation on making a whitelist and how to set it up, do you just need the mod and then a whitelist .sqf in the mission folder? if so how do you include attachments (scopes ect) into the link you posted below?
ImperialAlex  [author] Oct 29, 2016 @ 3:28pm 
Hey @Bamp0t: Recommended usage is to whitelist only the generic tfar radio class (e.g. "tf_anprc152") and then use the "replace" feature of my mod to automatically swap assigned radios (i.e. those with ids, e.g. tf_anprc152_1). Have a look at lines 946-952 and line 962 (notice the _forceReplace in the call) in this: