Arma 3
VoP Items
55 Comments
ADRIANO Apr 13 @ 8:39pm 
Hello, could you make the whiskey bottle in a 3D model, that can be placed on a table and picked up?
Reefers Aug 29, 2024 @ 10:33am 
you missed an oportunity not calling this mod MacGuffin =P
Magma Feb 26, 2024 @ 7:45am 
Are you still making items? KAT/KAM team would like to have medical item models made for a lot of their stuff. Might want to check with them.
´Thangler7 Sep 14, 2023 @ 3:26am 
Oh I ment like add these items to the loot pool accessable by any container in the game and the inventory of the soldier in the editing menu. It makes it alot simpler than messing around with code, especially for a scrup like me lol.
Rictor_Scale  [author] Sep 13, 2023 @ 6:51pm 
Happy to help. Are you wanting to add something via script or the GUI editor?
´Thangler7 Sep 12, 2023 @ 2:20am 
Can't you make it easier to add to any old container? This is excelent for my loot based RP if only it was easier to use.
Rictor_Scale  [author] Jun 16, 2023 @ 1:45pm 
Just deleted a vulgar comment, but I will answer the question anyway. These items are dummy/static items. The 'Supply Box [VoP]' is intended only as a showcase of the items. An item has no function on its own without custom code in the mission. For example the 'Fusion Cutter' doesn't cut anything. The purpose is to activate a trigger via custom code scripted into a mission to do things like unlock a door that requires a keycard or complete a mission by looting a 'Flux Capacitor' and returning it back to base, etc. Some of the items are really just goofy & fun items like the Playboys or Twinkies to sprinkle into other containers. Hope that helps. Again, please watch my Youtube video and let me know if you have friendly questions. Arma on.
Foxxy_Milkshakes Sep 7, 2020 @ 8:59pm 
it only added the Vop supply box for me? None of the other items
Mr.Wanaskiwin "Navarone" 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 "Navarone" 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?
DΞΛTHCΔMP 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.
DΞΛTHCΔMP Jun 6, 2019 @ 6:14pm 
Also how did you make it so that these items are "inventory" items?
They are recognized in certain scripts unlike other item mods that allow you to "pick up" the items but arent recognized in scripts
DΞΛTHCΔMP Jun 5, 2019 @ 2:20pm 
How do we utilize keycards with area triggers? In other words, if keycard is brought to an area trigger, it will trip the trigger...?
Sergeant Smith May 27, 2019 @ 2:22pm 
Yes
Rictor_Scale  [author] Mar 18, 2019 @ 10:08am 
A recurring question I've seen on creating inventory item mods is why are they treated as 'magazines' and not 'items'? This would make logical sense. The short answer is I don't know, but after much personal testing and confirmation on the web they only work as magazines. To the casual user this makes no difference as they all appear in your inventory just the same. The items can stack and have their own proper weight. I hope this advice will save any other modders out there some time and headaches.
Rictor_Scale  [author] Mar 18, 2019 @ 9:51am 
Hi Richie, I thought I had replied to this earlier, but I'm not seeing my post. So here goes again. Originally the integrated game method like you describe is exactly what I wanted. After much research I found it wasn't possible. For game architecture reasons new items with images will only work via the add-on method. If you encounter any other mod which does it the 'integrated' way as you describe let me know and I will certainly investigate. Thanks and good hunting.
DIYM IFN.GG Jan 30, 2019 @ 3:05am 
Hi, nice mod. is there any way you can offer this in a script fromat for adding to a MP mission and using []execVM from init.sqf? So one wouldn't need to have it as an active mod and players wouldn't have to download a seperate mod? It should be fairly doable since it's mainly .paa files.
Rictor_Scale  [author] Nov 17, 2018 @ 11:51am 
*** Verified mod is fully functional ***.
Šaltibarščiai May 28, 2018 @ 2:52pm 
add can of dip plz lol
Santa Muerte Apr 2, 2018 @ 4:19pm 
super cool
Rictor_Scale  [author] Jan 21, 2018 @ 4:04pm 
I have made a video showing how to use keycards with locked doors. Video
ThaFireman Dec 8, 2017 @ 9:52pm 
please make a youtube vid...im making a hostage mission and need it.
thanks man!
Rictor_Scale  [author] Dec 6, 2017 @ 10:15am 
Hello Bolle. As has been recommended to me before I'm going to make a youtube video on this. It will be less cumbersome to show people that way. I'll have it up in a day or two and post the link here.
Bollos Dec 3, 2017 @ 8:32pm 
i need help i will your card put in this script but i dont now ^^

condition = "((this animationPhase 'Door_1') < 0.5) && ((player getVariable ['copLevel',0]) > 0)";

Maybe so?

condition = "((this animationPhase 'Door_1') < 0.5) && ((player getVariable ['vop_id_police',0]) > 0)";
Rictor_Scale  [author] Nov 14, 2017 @ 8:15am 
I modified the mod name from 'VoP Inventory Items' to 'vop_items'. So the mod name and mod add-on folder now match. This makes it quite a bit easier for anyone setting up a Linux dedicated server running this mod.
Kemosabee Nov 2, 2017 @ 11:33pm 
Looks awesome. I plan to use this in my next campaign. Thanks mate! Great mod!
Rictor_Scale  [author] Nov 2, 2017 @ 11:21am 
Added Logbook, Journal, Bon Bons, and Playboy. Cheers.
Rictor_Scale  [author] Nov 2, 2017 @ 9:51am 
Funny you mention that. I need to add a 'Log Book' for a mission I have in progress. I will add it in two variations, 'Log Book' and 'Journal'. The journal itself will not be usable in the sense you can view custom text within it. However, once a player has it in inventory you could complete a task such as "Find Journal with Nuclear Codes". You could also then create a new trigger and task such as "Disarm Nuclear Weapon". Perhaps you need the journal in your inventory before you can execute an action on an object such as "Disarm Weapon". Etc, etc.
Kemosabee Nov 1, 2017 @ 9:55pm 
Might I request a usable journal? I've never seen that in a mod and it would be nice to capture a journal with launch codes or written notes inside of it.
Rictor_Scale  [author] Sep 30, 2017 @ 8:31am 
Added new items: Guard ID, Military ID, Police ID, and Nuclear Codes Terminal.
KAL Sep 29, 2017 @ 4:36pm 
Yoo that sounds sick man I can see some rolepkay community's using this
Bollos Sep 29, 2017 @ 3:58pm 
can you make cards for australia cop and prison buildings?
Rictor_Scale  [author] Sep 29, 2017 @ 11:43am 
Hey Dimitri. Yes, Nuclear Football is an odd term. It's a term given to the integrated briefcase/computer that contains the nuclear launch codes to be used by a world leader as they are travel around. For example, if you see a U.S. President walking around Paris with an entourage of security people you will notice one with a large briefcase. That is the 'nuclear football'. I plan to use it as a mission item to recover in a future mission.
KAL Sep 21, 2017 @ 3:43pm 
nuclear football! wtf... xD lol
Bollos Aug 24, 2017 @ 2:46pm 
NICE
Rictor_Scale  [author] Aug 24, 2017 @ 2:44pm 
To Kryptic and Bolle, I will add Police and Military IDs within the week. I think I will just re-use the imagery from the blue and green key-cards as those colors match those purposes. The in-game description will say 'Police ID' and 'Military ID' respectively.
[C-222] J. Hunter Aug 19, 2017 @ 2:06am 
could you possibly make firearm licences for different types, and also military ID/police ID
Bollos Jul 21, 2017 @ 2:57am 
how can i change this to coplevel i will use this for australia police stations
Dorro Jul 15, 2017 @ 11:02pm 
Rictor PLS do a vid explaining how to put the script of the doors and the keys ;P
Rictor_Scale  [author] Jun 17, 2017 @ 9:33am 
@UNREALTECHMAN. Added a gold bar. The scripting name is 'vop_gold_bar'. Enjoy.
Rictor_Scale  [author] Jun 11, 2017 @ 12:47pm 
Forgot something important. In my example below, you will obviously want to start all the doors as locked, else what would be the purpose of the keycard! Simply add the lock statements to the init field in the 'dome' game logic you created. Three doors, so three locks: dome = (getPos this) nearestObject 'Land_Dome_Big_F'; dome setVariable ['bis_disabled_Door_1', 1, true]; dome setVariable ['bis_disabled_Door_2', 1, true]; dome setVariable ['bis_disabled_Door_3', 1, true]. The keycard will unlock the side door (door #1).
Rictor_Scale  [author] Jun 11, 2017 @ 12:40pm 
Here's the script 'RWW_fnc_keyCard'. (If the formatting is bad, it's the fault of the Steam comment system as it sometimes strips out all the tabs). I compile it in my init.sqf with this: RWW_fnc_keyCard = compile preprocessFileLineNumbers "keyCard.sqf".

---

private ["_list"];

/* local */

_list = [];

_list = _this select 0;

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 issues where hint for local-owned AI kept popping the hint on the distant owner's screen
{
hint "Restricted Area: Scan keycard for access.";
};
};
Rictor_Scale  [author] Jun 11, 2017 @ 12:38pm 
3) Now set up your door trigger. I have the script below (from 05/13 post) in a function I call 'RWW_fnc_keyCard'. I place a trigger on top of my door (circle with 3m radius, type=none, act=BLUFOR, act type=PRESENT, repeatable). 'Cond' box has: this. 'On activation' has: handle = [thisList] call RWW_fnc_keyCard. 'On deactivation' has: dome setVariable ['bis_disabled_Door_1', 1, true]. So as a player approaches the door it unlocks and as they depart it locks, essentially behaving as if they had swiped their card and were given a few seconds to enter. Alternately, you might be able to make an action out of this and assign it to the door with a timer to re-lock, but the area trigger just seems much simpler. Let me know if you still have trouble. I will post my script next.
Rictor_Scale  [author] Jun 11, 2017 @ 12:37pm 
2) Now find the door number for your door for that building. You can google it or check the Arma wiki. Sticking with 'Land_Dome_Big_F' example, it has three doors ... two garage doors and one side door. I used simple trial and error with: dome setVariable ['bis_disabled_Door_1', 0, true] and ['bis_disabled_Door_1', 1, true] to see which doors were which. The garage doors turned out to be door 2 and 3. So for the side door: dome setVariable ["bis_disabled_Door_1", 1, true] locks the door and: dome setVariable ["bis_disabled_Door_1", 0, true] unlocks the door. This must be confirmed manually before continuing.