#SquadLoadoutConfig

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vague temple
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NOW WORKING IN 0.9.9.47!

This is a mod for those running or making custom scenarios; to be able to limit custom loadouts according to a json file that is auto-populated in your profile folder under SquadLoadoutConfig/ (server side).

Enter your custom loadout name (exactly as it says on the loadout screen, case sensitive) and the number you want to limit that class to, and when that loadout reaches its maximum, it will no longer be available for players to select. (see images below for an example)

A few things to consider:

  • You may want to disable weapons in any arsenal box.
  • It would also be a good idea to disable loadout saving and the quick deploy option. You can disable the saved loadout slot by adding: "#AR-Loadout_Editor_SavedArsenalLoadout_Name","0" to the json config under one of the classes.
  • I would also not limit the default "Rifleman" or "US Rifleman" Loadout.
  • Should work with most game modes! (Tested on custom Conflict scenarios and Conflict of Nations)

Future Ideas:

  • adding whitelisting for restricted slots.
  • Whitelisting vehicle slots

See changelog below!
https://reforger.armaplatform.com/workshop/5D4F771D64AC1EA0-SquadLoadoutConfig

Example usage: A good use case for this mod would be if you were running a scenario like "Conflict of Nations" where you can choose "US Auto. Rifleman" as a loadout. Using this config file, you can limit the "US Auto. Rifleman" slot to any number you want. (Or completely disable it by setting the number allowed to 0)

More use cases: ```- completely disabling saved loadout slots for both teams by adding "#AR-Loadout_Editor_SavedArsenalLoadout_Name","0" to the json config.

  • Having a Squad Leader (Radio Backpack) slot and you want to limit the class to only 2 players.
  • Whitelisting the Commander slot to a single bohemia-ID```
#

Changelog:```
v0.5.4 - 8 May 2023:

  • Added function to update the json file when needed.
  • Added support for 8 more loadouts, for a total of 16 for now.

v0.6.0 - 14 May 2023:

  • Fixed client side exploit by adding RPCs to get available slots from server variables only.

v0.7.0 - 23 May 2023:

  • Re-worked code for performance (leave first field blank to disable processing that class)
  • added whitelisting slots by bohemia-ID (add them to the bottom of the class you want to whitelist for)

v0.8.0 - 30 May 2023:
Fixed:

  • Number limits not being considered
  • Added a loadout menu force update for when someone chooses a loadout or dies
    Removed:
  • Many script logs used for testing
  • Loadout from player when they die (and keeps assigned faction)

v0.8.1 - 20 July 2023:

  • Fixed scripts for 0.9.9
  • Rewrote code where needed for 0.9.9
    Whitelisting example:json
    "Class01": [
    "Grenadier",
    "0",
    "ID goes here"
    ],
- Loadout menu for players is no longer updated when a loadout is selected or becomes available```
small valley
#

πŸ‘
So the GM/admin can configure the loadouts and create custom presets for the players to choose?

vague temple
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possibly!? Or for any scenario that has multiple loadouts available. I tested with a couple, I made it for my own, but in testing a saw a couple scenarios that could use more than the 8 possible loadouts i did here.

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Most GM servers I've played give you an arsenal so you can just grab whatever you want (and save it), so it wouldn't really make sense in that environment i think.

loud sparrow
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Omg this would be great especially in the darkgru servers and stuff saves so much time setting up your gear and quicker into the action

vague temple
loud sparrow
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They don’t at the moment so I feel for bigger servers this would be a game changer to be able to go in either as a sniper or cqc without having to spend so much time at an arsenal box therefore making the game lag significantly

vague temple
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yeah its not too hard to set up different classes like this. If they don't know how, tell them to hit me up!

vague temple
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Just pushed an update to allow support for up to 16 loadouts! 😎 I think that should cover most scenarios for now!

cold verge
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is it possible to make Unarmed loadout with only basic clothing, and have only that for respawn? It would fit milsim servers so good if its possible

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in that manor, Logistics will be important, to deliver enough ammo and guns on frontline πŸ˜„

vital coyote
vital coyote
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@vague temple what would happen if I pick one class at the beginning, after that I save my loadout with small changes, maybe on helmet or stuff like that.
Will I still be occupying that class slot when respawning with my saved loadout?
Or does my saved loadout modify the original class loadout ?

vague temple
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Its kind of pointless with saved loadouts (or arsenals). Also this does not create loadouts, it's just a way to limit custom loadouts in custom scenarios. It's totally possible to create a base layout with clothing only, but the mission creator must add them via world editor.
For example: server owner likes a scenario but wants to limit grenadier and at classes to only 4 players each. With this config, grenadiers and at will no longer be available to select in loadout selection if the maximum of 4 players are using each loadout.

spare vector
vague temple
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Im guessing that part is trying to say "the game will lag out after 15min no matter what?" A good use case for this mod would be if you were running a scenario like Combat Ops where you can choose "US Auto. Rifleman" as a loadout. Using this config file, you can limit the "US Auto. Rifleman" slot to any number you want. (Or completely disable it by setting the number allowed to 0) Another thing you can try, is completely disabling saved loadout slots using this mod by adding "Saved Loadout","0" to the config.

spare vector
vague temple
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NOW WORKING IN 0.9.8.53! Yes, you can use this to disable saved loadout slots! πŸ™‚

vague temple
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This has been updated for performance and now includes whitelisting loadout slots by bohemia-ID! (game version 0.9.8.64)

loud sparrow
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Thx mate

cold verge
vague temple
fiery plover
#

Hello, is there any type of setup guide for the mod? I cant find blank or generated .json files in server profile folder

vague temple
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Who is your host? Also where do you have your profile set to? And what scenario are you running? *Should create a folder called SquadLoadoutConfig with the Json file inside.

fiery plover
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currently i am trying to set up local dedicated server, and creating a map with loadouts. As far as i have found, i should create file like this:
$serverprofile/SquadLoadoutConfig/SquadLoadoutConfig.json

{
  "version":"0.7",
  "Class01": [
        "US Grenadier",
        "1"
   ]
}```
but i didnt have a chance to try yet. just expected a blank file or code somewhere
vague temple
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Yes it should have auto populated. This 'should' happen in scr_basegamemode. Are you trying on your server or are you still developing in world editor? That's pretty much it though, the default Json should have 32 classes total.

fiery plover
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oh, so one just should start server with the mod and thats it

vague temple
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Yep!

#

I know it's a bit confusing and I really need to do a proper guide for setting this up!

fiery plover
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Thanks for your help! Actually, i have future idea to attach loadout limits to existing squads and its population, but that would require quite a lot of scripting i am not ready for yet. May this idea will suit you too

vague temple
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That's what the number is for, in your example posted you are limiting 'us grenadier' to one player. This can be overridden by a bohemia id just after that, effectively whitelisting players for that slot.

fiery plover
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Yes, i get that, but i would want this number to be changed on the fly with game script sometime, as soon as squad is full and new ones are created

vague temple
fiery plover
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Yep, that would make limit kinda self-extendable

fiery plover
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"Class01":["US Squad Leader","0"] this one disalbes the role, but with this code
"Class01":["US Squad Leader","1"] two players are able to join

vague temple
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Hmm interesting! I'll have to check on that, see if I can get a couple people to help test in multiplayer environment after looking at the code

fiery plover
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check the peer tool

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-addonsDir "C:\Users\USER\Documents\My Games\ArmaReforger\addons" -addons "Yetanotherconflictloadouts,SquadLoadoutConfig"
here is my setting, took quite a lot of time to find out how to setup two addons

queen prairie
vague temple
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Costume? I'm not sure what you mean by that. This is not a mod for creating loadouts, its for limiting/whitelisting them. (But apparently I need to look into a fix for the count not being calculated correctly)

queen prairie
vague temple
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Yeah this is a tool for managing those loadouts that people create. For example "conflict loadouts" mod has a few loadouts for conflict mode that you can manage with this mod.

vague temple
# fiery plover check the peer tool

thanks for the suggestion! It looks like the only thing actually working right now is the whitelisting of loadout slots, and only if they are disabled with 0. I'll be working on an update for this soon! Just now feeling better after a couple days sickness! πŸ™‚

fiery plover
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Great, keep it up

vague temple
fiery plover
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sure

vague temple
cold verge
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whats neww

vague temple
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Fixed:
- Number limits not being considered.

Removed:
- Many script logs used for testing.
cold verge
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Awesome

vague temple
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just pushed another update to dev version! Player Loadout menus should be updated when: the last slot is taken, a player dies and his slot becomes available. I think I only saw one bug where the menu didnt update for one player properly. Ill be testing this some more tonight.

vague temple
#

just added menu force updates and fixed another bug that removed player faction on respawn, should now keep faction assigned on respawn. update live on dev, most likely pushing to public version linked in OP today!

vague temple
#

main public version has been updated to match the working Dev version! Please reach out with any bugs encountered!

vague temple
#

This has been updated for 0.9.9.47!

vital coyote
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quick question, as I'm trying to use this mod right now... the limit I choose is per squad?or per faction? @vague temple

vital coyote
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im not able to make this work

vague temple
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Most likely trying to dig into this mod tonight! πŸ˜‰

vital coyote