Arma 3
XLA_FixedArsenal
28 Comments
NikiTret May 28, 2023 @ 1:04pm 
Hi, just want to inform you that this {LINK REMOVED} is using files from this mod illegally and presenting them as it's own. It is actively being used on "creator's" server.

I broke down that mod and here is which mods are stolen: {LINK REMOVED}
ImperialAlex  [author] Jun 14, 2019 @ 12:14pm 
@Chief Zuma: I'm not sure, there aren't really any objects in the mod that could be placed in a mission. Did you save the missions while you had the modset active? If so, open the mission.sqm with a text editor and remove xla_fixedarsenal from the addOns and/or addOnsAuto section
Otherwise it sounds like an Arma3 bug/fluke and you'd have to try the usual remedies
Chief Zuma Jun 1, 2019 @ 4:51pm 
For some reason my missions are listing this as a dependency after I switched back from a friend's mod list (the missions were created long before). I've never used this mod before. Do you have any idea what would cause this dependency to be added to already existing missions?
Azazel Jun 29, 2018 @ 11:10am 
fair enough,
ImperialAlex  [author] Jun 29, 2018 @ 10:31am 
@Azazel: This is a client side mod but it will not do anything unless the mission file includes special scripting to use it. It's just an alternative arsenal function that mission designers can call instead of the vanilla arsenal.

I actually don't recommnend using my mod anymore since the @ace3 mod now offers a very similar feature and they are in a much better position to maintain and support it.
Azazel Jun 26, 2018 @ 10:28pm 
so is this a client side mod or server side?
ImperialAlex  [author] Nov 4, 2017 @ 7:57am 
Thanks guys, the fixed version has been published to Steam/etc :)
Willard Oct 29, 2017 @ 7:02am 
@ImperialAlex I submitted a pull request on your github repo which fixes the incompatibility with the CBA_MiscItem, maybe you want to take a look at that.
SHOL Oct 28, 2017 @ 8:25pm 
ImperialAlex  [author] Oct 28, 2017 @ 6:39am 
@SHOL: It might be necessary to "force-add" them to the whitelist - check the forum topic for more details: https://forums.bistudio.com/forums/topic/174653-fixed-arsenal-an-arsenal-improving-workaround/ :)
SHOL Oct 25, 2017 @ 10:21am 
does xla not support any cba misc items?
I can't find any item on xla arsenal.
Verona Jul 25, 2017 @ 11:21am 
can you change the key bind
Morpheus Jul 13, 2017 @ 10:33am 
I like it.. it's just a matter of learning how to use it. Like anything else.
ImperialAlex  [author] Jul 13, 2017 @ 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)
CPT Chris Amri Jul 4, 2017 @ 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?
Morpheus Jun 13, 2017 @ 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.
Morpheus Jun 13, 2017 @ 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.
Spec Jun 9, 2017 @ 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, 2017 @ 6:32am 
Hey @SnakeDoc: Check out the bottom of this sample script: https://github.com/ImperialAlex/XLA_FixedArsenal/blob/master/addons/XLA_FixedArsenal/missions/showcases/XLA_FixedArsenalExample.Stratis/XLA_arsenal_3CB.sqf
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 Apr 25, 2017 @ 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: https://github.com/ImperialAlex/XLA_FixedArsenal/blob/master/addons/XLA_FixedArsenal/missions/showcases/XLA_FixedArsenalExample.Stratis/XLA_arsenal_3CB.sqf
Bamp0t Oct 29, 2016 @ 1:05pm 
Hey, I've noticed a problem when using this mod in conjunction with TFAR on Antistasi; the TFAR radio is not whitelisted, so when I load a loadout containing a TFAR radio, I have to add the radio manually. I've looked all over the internet to try and find how to whitelist items individualy but haven't found anything. Any idea what I can do? Thanks for making this mod, by the way!
shennong Apr 8, 2016 @ 12:48am 
Thanks for this, it will save my group a lot of frustration.
Seven Jun 16, 2015 @ 11:19am 
Guys, I have made a personal arsenal version of this, just check my workshop. It does require this mod.
ImperialAlex  [author] May 23, 2015 @ 7:18am 
@Loupis: This is not a "personal arsenal"/"arsenal everywhere".

This mod implements an improved version of the arsenal to allow mission designers to whitelist the arsenal in a much better way than the vanilla arsenal allows. To get this to work in a mission you need to place down an ammobox and init it with ["AmmoBoxInit",....] call xla_fnc_arsenal just like the vanilla arsenal. See https://github.com/ImperialAlex/XLA_FixedArsenal for more info on this mod.
Stupid Sexy Caesar May 9, 2015 @ 6:29pm 
@ImperialAlex, alright thanks.
ImperialAlex  [author] May 9, 2015 @ 3:24am 
@Caesar: Not as a server-side only addon, no. However it would theoretically be possible to integrate it into a mission. I've tried that and ran into some issues with the way the arsenal starts its UI (I couldn't get the UI to show in mission-only version).

Since this is fairly complicated UI and UI in arma is famous for its lack of documentation, I'm not sure if we'll ever be able to get it to work.
If you want to find out what we're trying/working on, you can follow this issue on github:
https://github.com/ImperialAlex/XLA_FixedArsenal/issues/18
Stupid Sexy Caesar May 9, 2015 @ 2:53am 
Can this mod be implemented serverside so that everyone doesn't have to download it?