#Spyke mods
1 messages · Page 1 of 1 (latest)
Versión 1.0.6 published (https://reforger.armaplatform.com/workshop/5AAAD00F68FDF938-ARU-BETA/changelog)
Awesome stuff, great work!
Thx 
Wow
great work is an understatement
I like the look of this mate 😍
Looks amazing
how many hours would you say this took?
too many tbh
I've tried to make it compatible with Vanilla arsenals in order to make it "automatic" but it's to many work and it would not end well, so i will contiune with this "custom" config for VA for now
Amazing
cool stuff
Looking really nice🔥 but do you think you could make it so modded weapons and clothing would also work for this.
they work with it, but you have to make the arsenal config, it's quite easy (here there is some documentation: https://gitlab.com/Spyke55/aru/-/wikis/Virtual Arsenal).
Nicee thank you 👍
Holy sugar this is amazing
hell yes
Bohemian needs to include this in the base game
Want to make a list of mods working with the VRarsenal but for some reasons you cant place the arsenal in the GM mode if you play with Mods dont know which mods are conflicting but there are some
Isn’t the 1.0 update supposed to have something like this ?
like what?
Im able to place the editable Prefab in the editor but I cant place it if im in Zeus
The orange ones aren't the prefabs you must place in the world
You are right something is wrong they aren't shown in the GM anymore ... 😦 I will check it tomorrow. thx for the feedback 😉
Does this work already with mods or do they have to have this as a dependency
You have some options:
- "The faction mod" author includes ARU as dependency and creates the arsenal configs for it's faction.
- **[BEST in my opinion] ** "The faction mod" author or anybody creates some addon that has 2 dependencys: "The Faction" and "ARU" mods. Then creates the arsenal configs.
Making something for my server rn im first adding 1 mod with all Guns and items we want to have inside the VRArsenal so we have one mod with a lot of dependencies after that I could probably also made some standalone things because making this is really easy😄
hopefully figure out something how to do virtual arsenal for the next major update
Would it be possible to add an extra categorie for Silencers or attachments ?
I'm seeing incorrect item names there for my stuff
Yeah you have to name them yourself maybe did some spelling mistackes😅
it's not required to name it yourselfe. it should use the item default name
You can add as many categories as you want.
So I dont have to write anything inside the display name?
yep no need, just like the ones i made
You can insert as many categories as you want but make sure to define the CategoryType. its the key for all 😉
Is it possible to make his own Category type so it would work with the zeliks character mod?
Eould probably have to mod your ArsenalConfig.c Add new enums and add the zeliks loadout slots into EquivalentClothCategoryType right?
Not for now. Thats something i've to think how to make modable. Because you could add the enum but there are some hardcoded stuff that will break.
They are on GM but i don't know why if you search them by name doesn't appear. Filter by System and go to the last page
Have you tried it whith mods added in bwcause when I add some mods in it will disapear
@fallen cradle I know the conflicting mod for any reasons if you got the Night vision system which is a dependencie from TF matock uniforms added in the VR arsenal wont show in Zeus menu anymore so anything in Night vision system overrides the VR arsenal in Zeus menu could you have a look?
ok, i will take a look into it. thx
I've been looking into it and I don't understand why "Night Vision System" has this effect on GM. The mod doesn't touches anything related. So maybe its something in my side i have not finished to configure
I confirm the same problem using NVS, once turned off it works again
Yeah thats really weird I also thought why NVS my first gues was its would be something with zeliks character but I have no idea what the issue could be maybe you could ask the one that made nvs for advice
Its also weird because when your in the workbench and place the arsenal over the objetbrowser everything works perfecly
WIP, this orange indicators will hep you know which categories have already something equipped.
Keep up the work
^^
Got me jumping up and down like a child
@fallen cradle NVS does anything with SCR_PlacingEditorComponent If im trying to apply your Arsenal into this manualy it gets deleted maybe it helps for you to try to fix it ?
You did it with the config file tryed to do it direcly but NVS seems to delete the things you apply into System idk why it would do this
ok i will take a look into it i didn't go to far tbh.
I could even fix it with adding your arsenal to the Vehicle config 😂
Idk what the modder from NVS did but he aperently broke the whole system config file 😂
But it looks stupid now
ok, then i will take a look into it and speak with Greg to tell him
Yeah would prob be the best thanks😄
ikr? the familiar A3 GUI is very intuitive (and the pictures don't disappear leaving you wondering wtf you're hovering over)
Yes, im loving it
@fallen cradle This is not xbox compatible. Cannot move through it on controller
I can if i use the d-pad and a but it skips over everything and is ass. Pls fix
Also how do you access the teleport feature?
There is link to documents he made in the mod description
Yes i know, it is in the ToDo list
Epic
Not ideal but if you have a keyboard and muse you can always plug them in lmaoo, work more than fine on xbox
Well yeah the KB&M works
u probably need figure out something for the next update because there changing arsenal system in the next update
i haven't test it yet but as the config is 100% mine it should not change so much. I will check it, i hope this weekend i can have some time with it. Thx for the hands up 😉
Greg updated the mod and solved it. So now you may be hable to use Virtual Arsenal in GM with this mod
Nicee😄 Btw do you have any plans on making Zeliks character mod working with your VRArsenal ?
not for now, i need to solve other things first. Although as temporary workaround you can create a new Category as Storage and place all Zeliks related items there so you can pick them. Then you only need to move them to the slot using the vanilla inventory interface
Does it work with mods?
Yeah but you have to set them up first
So it doesn't then
Which mods would You like to be integrated?
Preferably all of them. Zelik did this and was able to do it
No thats not right in order to make clothing work with zeliks it also has to be set as a dependencie so the authors of the clothing mod also have to integrate zeliks charackter into theire mod here it is the same
Negative. Zelik could have it so that even if it wasn't a dependency it would show up in his arsenal.
Are we talking about the same mod when did Zeliks made an arsenal?
Can you send me the link then I havent seen it yet
When I was asked if mine works with mods, I misunderstood what he was meaning. I do think I know a way to do it without dependencies. I have to do some testing first but, mod creators will still have to create a config in order to have it work correctly. You guys want it to work out of the box with mods and their isn't really a way to do that unless every mod uses the same structure, and that will never happen because people just wont ever do that.
I know it takes time and effort. I also misunderstood and thought it worked without needing dependency that's myb
Actually I found a way to use the vanilla arsenal so you dont have to do nothing if the faction is created correctly. Im doing some adjustments and testing. I hope to be able to update it soon
@wary iron @willow creek
Youre the best nicee👍
Published version 1.0.7 and 1.0.8: https://reforger.armaplatform.com/workshop/5AAAD00F68FDF938-ARU-BETA/changelog
how long has the virtual aresenal been out
also when is controller support coming
As a modder, how nice does this play with servers trying to plug and play? Does our equipment show up in your arsenal if we use Zeliks attachments mod or is that what you were just talking about not being able to do? Is there a guide on how to do it?
since summer i think
as a lot of people is demanding it maybe i will prioritize it more but i can't give you an estimated time.
With the last update if you place some arsenal that inherits from "ArsenalBox_Base" it will have the Virtual Arsenal available with an UserAction.
what exactly is a "virtual arsenal"?
This
For Bohemia it means another thing thou, for them is the functionality that allow items to spawn/despawn locally when opening arsenals
@regal nimbus the mod is not compatible with zeliks character slots mod yet. I have to improve a lot of code before to allow this kind of things. But you can place all zeliks related items in some storage category in order to add them in to your inventory and then place them where you want using vanilla inventory
Oh ok
Roger, will see if I can figure it out.
Very much still does not work for controller sadly
yes, will at some point
as the arsenal itself says when opened this is a "Work in progress" in a mod called ARU BETA don't expect to have all functionalities at once 😅
Yeah is all good, i inly said that cause i thought it would be fixed on the last update but it’s all good, take your time
Hi, i've launched ARU Experimental on experimental branch with some changes.
ARU - 1.0.9 - Reforger 1.0.X Update
I will update stable to 1.0.9 at the same time Reforger for the 1.0 aprox 12/11/2023
General
- Forced changes due to Arma Reforger Update
- Code improvements
Virtual Arsenal
- Added: Each cloth slot has an occupied indicator. This allows you to know if that slot has something equipped.
- Added: Support for the new cloth blocking system (some cloth can prevent other cloth to be equipped).
- Added: Early console compatibility.
- Changed: A lot of internal code and layouts general improvements.
- Changed: Now the focus border is shown correctly.
Important note for custom created configs
⚠️ In 1.0.10 (not this update) i will change all the config structure so be advised. This is necessary in order to make some improvements that allow other mods compatibility.
lets go console compatibility
ARU - 1.0.14 - Reforger 1.0.X Update
I will update stable to 1.0.14 at the same time Reforger for the 1.0 aprox 16/11/2023
General
- Forced changes due to Arma Reforger Update
- Code improvements
Virtual Arsenal
- Added: Each cloth slot has an occupied indicator. This allows you to know if that slot has something equipped.
- Added: Support for the new cloth blocking system (some cloth can prevent other cloth to be equipped).
- Added: Early console compatibility.
- Added: Vanilla Supply system compatibility (if you don't want to use it, just disable it in Workbench Editor "SCR_ResupplySupportStationComponent>Supplies>Use Supplies>Unchek" or using Game Master Arsenal Attributes "Doble Click Arsenal>Support Structure>Global Supply Usage>Disable")
- Added: Current category statics (weight, volume)
- Added: Faction header (Faction flag, faction name, player weight, current storage remaining resources)
- Changed: A lot of internal code and layouts general improvements.
- Changed: Now the focus border is shown correctly.
- Changed: All changed to "Virtual entities" system (used by vanilla).
- Fixed, now actions are not shown while any ARU's menus are opened.
Important note for custom created configs
⚠️ In 1.0.X (not this update) i will change all the config structure so be advised. This is necessary in order to make some improvements that allow other mods compatibility.
This is currently published on Arma Reforger Experimental.
is there a way, somewhere in the future, that we won't have to edit the arsenal in the Editor to include stuff from mods ? something we could modify as GM ?
the Editor is not friendly for too many people (including me, but with a tutorial I can get by)
If that mod has the items in some faction arsenal you can use that arsenal and all will work fine without need to setup anyting on Workbench.
ok thanks
@mental vigil
This mod is astonishing 😍
Compadidbility for controller, yesss
Only issue i found is you can’t select the pilots uniform and can’t access the vest section. I have once after a struggle
But other than that its beautiful
Also how would one access the manager? In private gm
yes you can, you just need to unequip the cloth blocking it.
You can see the cloth blocking you to equip it with a red icon
what manager?
Yeah I’m silly the coveralls only use the shirt slot
when will you add this mod to arma
Its in arma
The teleport manager i mean
what is the name of this mod?
ARU or Spyke
You can find some info here:
https://gitlab.com/Spyke55/aru/-/wikis/PlayerTeleport
don't look into Virtual Arsenal or other pages because they are obsolete or will be for next update
Thanks
Thanks
I lied about not being able to access the vests you can you just gotta get the promt on the left in line with one of the vests then go over
yep thats known, because the focus and navigation is not finished
Yeah all good, i figured it all out, pretty good for the early compatibility
@fallen cradle So using this in my server right now and i can’t equip anything but the empty button works. Basically can take things off but can’t put things on. (No there is nothing blocking the item to equip it)
Is there a thing i gotta enable it to work?
The adding things to clothing works, like i can add maps and stuff
Ok then its a bugg
Another guy told me but i wasnt hable to replicate the issue. Will try again
Can you give me some info? With mods? Wich map? custom map? if it's a mission can you send me that mission?
I will compare with the other guy that told me, maybe i can find something
Yeah with mods (CEN Carrier, GM Persistent Load outs, GM FX, Your mod, No Supply Arsenals, Disabled Building) It’s on Everon and not a mission
ok so it's a vanilla mission world with no modifications made by you, only mods loaded, right?
Wich game mode? Conflic or Game Master?
GM
Yeah
Good news i've been hable to replicate the issue 👌
Very cool, figure out a fix?
not yet. Now i've to investigate
Ver cool
This mod would be amazing for the KOTH mod
I don’t know if anyone wrote about this, but the mod breaks the standard names of the game in different languages.
In addition to English and Spanish.
well thats new. How i can reproduce that?
Yk if you ask me personally looks cooler
Just change the language in the game
Only ARU loaded?
No, other mods are worth it. Now I will only test ARU
Only ARU also breaks the translation
Ok, thx will check it. 😉
You end up doing a fix for the issue i found out?
I found the issue but i don't know how to solve it. It's related with entities spawn and replication conflict with some scenarios. For some reason in GM, Conflict and other scenarios if i run those maps on dedicated server all my entities/spawn code doesn't work. But if i execute the same code on my test map and dedicated server it works. So i don't know when i will solve it because i don't understand it tobh 😅
Yep i found this issue and solved, thx
Ah well, im rooting for you anyway
Okay, thanks, the mod is very good, especially for me
I've solved the issue, now i have to clean up the code a bit and then i will publish the update. It will be this weekend or the next one.
Arkensor from BIS helped me and now i only need to clean all the mess i've done so far XD
ARU - 1.0.15
Virtual Arsenal
- Added: Virtual Arsenal initialization information.
- Changed: A lot of internal code and layouts general improvements.
- Changed: Config rework allowing for other mods compatibility.
- Fixed: Now disabled rows will be colored as light dark red.
- Fixed: Breaking all game localization when not using English or Spanish.
- Fixed: Virtual arsenal not working as intended on Dedicated Servers and some Game Modes.
Important note for custom created configs
⚠️ In this update the config structure will change so be advised. This is necessary in order to make some improvements that allow other mods compatibility.
Published a compatibility mod for Zelik's Caracter mod
https://reforger.armaplatform.com/workshop/5EEB3B97BBFAAB52-ZeliksCharacter%2526ARUCompat
@languid venture, @long tiger some people is using it on dedicated server (GM and Conflict) so seems to be solved. tell me if you see anything else 😉
Will do
@fallen cradle In principle, I didn’t see any problems, the only thing I had was a question about whether it was possible to somehow display the description of the clothes.
Yep thats in the TODO list
this mod is a blessing with the current arsenal box fps problem 🙏
Agreed, I had little to zero fps drop
Thx, it's nice to see that people loves it. A lot of work still to be done 😉
ARU - 1.0.16
Virtual Arsenal
- Changed: Removed ARU_VirtualArsenalCacheManager and replaced it with ItemPreviewManagerEntity.
ARU - 1.0.17
Showcase mission
- Added: Showcase mission with: Player Teleport and Virtual Arsenal areas.
General
- Code improvements and cleaning.
- Deleted: All related to ARU Manager interface.
- Added: Debug options using Debug Menu in Workbench.
Player teleport
- Added: Teleport access flags and Teleport areas can be placed and configured in GM.
Love what your doing with this mod, as soon as theres a function to load up mags were using it in our server
Hi, thx
. Still a lot to be done XD. What do you mean by "load up mags". do you mean change the current mag in the weapon muzzle?
Perhaps I set it up incorrectly but when I looked there was to way to put magazines in my inventory
There is a menu that pops up on the right side of the screen that allows you to do that
@fallen cradle does the player teleport not work for Xbox?
@sweet inlet Should work. What does not work? something related with the menu?
@fallen cradle so like when I do the teleport menu and click on the player or zone it lights up orange but even after pressing ok multiple times it doesn’t do anything
Ok i will take a look. Thx