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or if its from a script either put it in the initPlayerLocal(if multiplayer)/init(if singleplayer)
or execute it globally with remoteExec from the server. im assuming the part that confused you was this
[_box, ["MyItem1", "MyItem2", "MyItemN"]] call ace_arsenal_fnc_initBox
MyItem1/2/N was just examples of class names of weapons/equipment that you could have appear when calling the arsenal, such as if you wanted to create a specific arsonal that only displayed stuff you wanted you would create an array with class names of the weapons and another array with equipment like this
_wepArry = ["classnames", "classname"];
_equipArry = ["classnames", "classname];
[_box, [_wepArry, _equipArry]] call ace_arsenal_fnc_initBox
this adds whats inside the 2 arrays into the arsenal(im assuming, i have never used ace before)
so if i were to go and put in script form would that go into the Description.ext or something else? im just working on a multimission campaign and the first mission had the vanilla arsenal and i had some complaints about that so ive been trying to learn how to get the ace arsenal to work as a scroll option on a box. i tried the first one where i put it into the init for the box and i dont get that scroll option. im sure i wasnt very descriptive orignally.
object addAction ["Name of scroll option",{code here}];
so inside the box put
I've had this same problem for freaking ever and I just found a work around. Give the arsenal a name in the "Variable Name" box and then use that name instead of "this"
Example:
I named my box "are1"