A useful Arma 3 mod that allows mission-makers to initialize an infinite amount of whitelisted arsenals, both ACE and vanilla, and restricted by player role and other attributes. View/install the mod on Steam Workshop.
See Release Notes for the latest changes.
To use a module, simply drop the module anywhere in your mission's map in 3den editor and double-click on it to configure. Modules can be found under the "Systems" category in 3den editor.
A basic, whitelisted arsenal that everyone can access. This module can also be restricted to a specific side, ie: BLUFOR. You can make make as many as needed, ie: one for each "side" (or team in a pvp gamemode etc).
A whitelisted arsenal in which only certain players with a specific role can access, ie: Machinegunner@anything as well as a specific side, ie: BLUFOR.
Dropping this module into your mission will automatically convert all restricted arsenals into an Arma 3 virtual arsenal (vanilla arsenal). Amount has no effect, 1 is enough.
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Side: The side that can access this arsenal. Select "ANY" to allow all sides to access the arsenal. -
Owner: The object/classname of objects that own/s this whitelisted arsenal. This can be the object's classname or a variable name. If the object is destroyed, the arsenal will be destroyed as well. Keep in mind that you may encounter issues if you try to combine an arsenal that is owned by a classname with an arsenal that is owned by a variable name. Otherwise, you can use the same variable name/classname for multiple arsenals which will combine them into one arsenal specific to the player's side/role. It is recommended that you use a variable name if you only want one specific object to own the arsenal. Otherwise, if you want multiple objects of the same type to host an arsenal, use a classname. -
Role (Restricted arsenal only): The role that can access this arsenal. For non-CBA configured role descriptions, you can enter something likeAlphaorAlpha 1orAlpha 1-1into the role field. For CBA configured roles, let's say your targeted role isRifleman@Diablo 1, you can enterRiflemaninto the role field and any player with the roleRifleman@ANYTHINGwill be able to access the arsenal. Essentially, anything after the@symbol is ignored, in terms of CBA usage. -
Items: The items that will be available in the arsenal. This can be an array of classnames in any of the formats below:
["Item1", "Item2", "Item3"]
"Item1", "Item2", "Item3"
Item1, Item2, Item3Per update 0.1.3, you can now pass in a file path or even multiple files paths. This enables better organization of arsenal items and allows mission scripters to chain multiple arsenal files together. Single file syntax is as follows:
file://path\to\file1.sqfMultiple file syntax is as follows:
file://path\to\file1.sqf//path\to\file2.sqf//path\to\file3.sqfSince we're parsing the file AS CODE, AND NOT A STRING, your file format should look like this:
[
"Item1",
"Item2",
"Item3"
]This is because we're using SQF's compile syntax to parse the file as code.
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Q: Will multiple arsenals be combined if they apply to the same player?
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A: Yes. If you have multiple arsenals that apply to the same player, they will be combined into one arsenal, with the exception of arsenals that are owned by a classname and arsenals that are owned by a variable name will not merge properly.
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Q: How do I add a weapon to the arsenal?
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A: You can add a weapon to the arsenal by simply adding the weapon's classname to the
Itemsattribute. For example, if you wanted to add thearifle_MX_Black_Fweapon to the arsenal, you would addarifle_MX_Black_Fto your list of items like so:Item1, Item2, arifle_MX_Black_F. -
Q: Will the mod automatically add compatible ammo to the arsenal?
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A: Not yet, but this is a feature that will be added in the future.
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Q: Does the mod need to be installed on the server as well?
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A: No, the mod only needs to be installed on the client but the key must be present in the server's keys directory.