Arma 3
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VoP Items
   
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Data Type: Mod
Mod Type: Equipment
File Size
Posted
Updated
0.727 MB
Feb 3, 2017 @ 5:53pm
Jan 18, 2018 @ 8:39pm
17 Change Notes ( view )

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VoP Items

Description
Item names:
---
vop_alluvial 'Alluvial Damper'
vop_bacon 'Tactical Bacon"
vop_beer 'Beer'
vop_bile 'Bile'
vop_dilithium 'Dilithium Crystal'
vop_flux 'Flux Capacitor'
vop_fusion 'Fusion Cutter'
vop_game 'Game'
vop_gold 'Gold Bar'
vop_gold_bar 'Gold Bar'
vop_heisenberg 'Heisenberg Compensator'
vop_hydrospanner 'Hydrospanner'
vop_id_guard 'Guard ID' (red)
vop_id_military 'Military ID' (green)
vop_id_police 'Police ID' (blue)
vop_keycard 'Keycard' (green)
vop_keycard_east 'keycard' (red)
vop_keycard_west 'Keycard' (blue)
vop_lightsaber 'Lightsaber'
vop_nuclear_football 'Nuclear Football'
vop_nuclear_terminal 'Nuclear Terminal'
vop_playboy
vop_playboy2
vop_playboy3
vop_playboy4
vop_playboy5
vop_playboy6
vop_sausage 'Sausage'
vop_snowballs 'Snowballs'
vop_spam 'Spam'
vop_syrum (same as bile)
vop_tachyon 'Tachyon Generator'
vop_tricorder 'Tricorder'
vop_twinkies 'Twinkies'
vop_whiskey 'Whiskey'
vop_yoohoo 'Yoohoo'

Description:
-------------
This mod is a collection of custom items for use as mission objectives, inventory triggers, etc. As a mission objective an example would be recover the stolen nuclear codes terminal and return it to base. As an inventory trigger an example would be find the red keycard to gain access to an enemy building.

This mod has a server key and contains no unnecessary scripting logic. I may add unique 3D models in the future, but it's not critical for the items to work as inventory mission objectives or triggers. The 2D textures as pictured above work fine in unit and container inventories.

I've created a Youtube video on keycards here: https://www.youtube.com/watch?v=lciDHoyq0ZI

Examples of how-to-use:
---
To place from editor: Look for 'Supply Box [VoP]' under civilian/props/supplies/ammo.
To add item to container via script: container1 addItemCargoGlobal ["vop_keycard", 1];
To add item to unit via script: player1 addItem "vop_keycard";
---

Here's a scripting example from my 'Lightning Strikes' mission for a locked door that requires a keycard. This script is triggered by a repeatable trigger placed via editor over the door on the map with about a 3m radius:

if (({"vop_keycard_east" in (magazines _x)} count _list) > 0) then
{
dome setVariable ["bis_disabled_Door_1", 0, true];
}
else
{
if (player in _list) then //prevents local-owned AI from popping hint on the distant owner's screen
{
hint "Restricted Area: Scan keycard for access.";
};
};
< >
48 Comments
Oruv Sep 7, 2020 @ 8:59pm 
it only added the Vop supply box for me? None of the other items
Mr. Wanaskiwin Feb 7, 2020 @ 1:28am 
i figured as much but i was also curious if they did, pretty sweet stuff either way
Rictor_Scale  [author] Feb 6, 2020 @ 8:07pm 
I should have initially cleared up something in my last comment. This add-on is for mission designers to integrate into their mission. These items have no use for a player playing some other mission which doesn't already use the item, for example like Blastcore does. This may be obvious, but I know we have new Arma players coming online all the time.
Rictor_Scale  [author] Feb 6, 2020 @ 8:02pm 
These objects have no special function themselves. They are 'eye candy' inventory items used to trigger events, satisfy mission objectives, unlock doors, etc. An example would be 'Infiltrate an enemy base, steal an advanced military sensor device (the Tricorder item), and return it to your home base. You could however add custom code with special functions like radio actions, action menu items, special abilities, etc when you have an item in inventory. This is essentially what I did with a menu item to unlock a door in my Youtube video above.
Mr. Wanaskiwin Jan 30, 2020 @ 10:24pm 
what functions does the tricorder have?
Anfo Dec 12, 2019 @ 5:22am 
Ignore last question, it's all written above! :steamfacepalm:
Anfo Dec 12, 2019 @ 5:13am 
@Rictor is "vop_keycard_east" the red card and possibly "vop_keycard_west" blue? I have two gates that I would like to open with specific cards. Is this possible?
Violent Ghostseχ Jun 14, 2019 @ 7:02am 
Thank you so much for your reply! Super informative. Great help. I'll check out the video!
Rictor_Scale  [author] Jun 14, 2019 @ 5:40am 
_Scipio. Your second question is a bit complicated. There are essentially three kinds of 'items' in Arma 1) static items just for looks 2) items you can equip in a slot like a GPS and 3) items like mine that you can pick up into inventory but cannot be equipped. To accomplish the latter although it sounds strange I make these items technically as 'magazines'. This allows me to assign a custom image and weight and be stackable. When I check in a script I see if the item is in the players 'magazine' array as you can see in my code snippet above. When actually playing you don't even notice that it's technically a magazine type. There's no other way I've found to create inventory items. I could go an extra step and create a 3D image for each item as it lays on the ground, for example for the gold bar. Since these are generally picked up from boxes or directly off bodies creating 3D images is pretty low priority.
Rictor_Scale  [author] Jun 14, 2019 @ 5:18am 
_Scipio. Thanks for writing. Actually, my example video above is an area trigger like you ask about. When you approach the door within 3m it trips the trigger popping a message and unlocking the door. There's a link to my source code in the Youtube description so you can inspect in more detail. You can, of course, make the area as big as you need for other uses.