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Link: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2441776362
It will allow you to spawn in stuff or 'call yourself a taxi' if you prefer...or just teleport back!
2000+ things in this one mod! Works with just about every mission/campaign/SP/MP out!
As I have no need for this mod (as mine has it too), I can not say if you load it AFTER saving a game will it work. That will be something you will have to try. Most do NOT work this way. Mine will work ANY TIME - No map editing/scripting/etc. to contend with either.
Load 'n' go!
Good luck!
:)
Now, YOU can customize this by scripting 'filters' in the 'thing'. To ME, this is an 'advanced topic' and NOT for 'beginners'.
And by putting these 'filters' in place, you COULD do what you wanted. HOWEVER, IT MUST BE CODED IN BY SOMEBODY.
It CAN be done. Most MP servers have some sort of 'filters' on their severs for vehicles, food, weapons,etc.
Can YOU do it? Yes! Do you KNOW HOW? Only YOU can answer that!
DO NOTE: ANY changes to this mod and you will NOT be able to use the modified mod ONLINE!
So, make TWO COPIES of mod, one for MP (original) and one for SP (modified) and you will NEVER have any issues!
:)
IF you have a vehicle mod, and it is LOADED and it is not showing in the VG, I STRONGLY suspect the MOD is 'at fault'. This actually USED TO BE an issue with some A3 mods (very old A3 mods).
@Gilles Brian - As @s3raph, stated, I also think this mod has NOTHING to do with your loot spawning.
In the past, buildings with no loot in games such as in epoch or Exile, was an USER ERROR in that the loot mech knew NOTHING about 'non-standard' buildings or they were not listed in the configs, thus NO LOOT.
Either it is a config issue OR those buildings are not 'good' for that loot routine you're using.
:)
I can't get this to work in the single player campaign. I only have 3 mods loaded:
No stamina/fatigue
CBA_3
This mod
No matter how I try, I cannot bring the menu up. Even custom setting action keybinds using Left CTRL + numpad doesnt work for your designated user action codes.
Just would like to play the single player campaign using a loadout I want to use, instead of the trash the game provides.
:)
An example from mine:
// 4 - delete target
HelpMe_fnc_lookscouldkill = {
[] exec "HelpMe\ExtrasMenu\DeleteItem.Sqs";
};
#include "\a3\editor_f\Data\Scripts\dikCodes.h"
["HelpMe Mod","key4", "Delete Object In Crosshairs", {_this call HelpMe_fnc_lookscouldkill}, {}, [-1 , [false, false, false]]] call CBA_fnc_addKeybind;
The above assigns KEY4 (i.e. slot #4, from my mod) to what ever you want it to be. It will show as #4 when going into the settings menu for my mod. The next one would be key5, then key6, etc. As many as you wanted.
This method is using CBA to define the hotkeys. And it is an 'older method' I think but still works.
See: https://cbateam.github.io/CBA_A3/docs/files/keybinding/fnc_addKeybind-sqf.html
:)
The more 'things' going on, the more this WILL BE AN ISSUE.
I would just leave it in the menu and be done with it. Have a hotkey to start it and that's it! You could add a 'remove' function if wanted, but even with the menu removed from the Action Menu, the hotkeys will STILL WORK. You would have to add some 'check' such as a variable that you set when 'turning it off' and have ever routine check this variable. Again, more work.
Just start it via a hotkey and call it a day!
:)
[] spawn {
waitUntil {!isNull player};
waitUntil{!isNil "BIS_fnc_init"};
waitUntil {!(IsNull (findDisplay 46))};
moduleName_keyDownEHId = findDisplay 46 displayAddEventHandler ["KeyDown", "if ((_this select 1) == 24) then {_nul = [] execVM 'Your_Script.sqf'};"]
Display 46 is your main game display, and ((_this select 1) == 24) where 24 is DIK Integrer [community.bistudio.com] for O key.
How do you set a mod to enable via hotkey (like this mod does)? Would like to make it possible for the two GOM mods I uploaded. I utilized an "Init.sqf" file for both GOMs so they auto-initialize on start-up. But it would be cool to make them enable via hotkey instead (and show up when near a vehicle) instead of being initiated via radio support menu or just adding to an action menu.
My 'hat' is off to ya!
Thanks!
:)
Now it's complete.
I've gone ahead and made the mod myself. "GOM Aircraft Loadout Anywhere"
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2989820593
"player call GOM_fnc_addAircraftLoadout"
-and it would add the GOM Aircraft Loadout menu on the 0-8 radio menu.
He's wanted to add auto initialization to the mod but has limited experience in A3 scripting and might get around to adding it sometime in the future.
I honestly love his GOM Aircraft Loadout mod version over Polpox's Aircraft Loadout Everywhere mod. It let's you configure even more weapons and other systems to pylons, weapon priorities, even customize available liveries on aircraft.
Maybe Seth or you could help GHOST_ECHO out in making it a mod menu/setting it up in CBA/whatever would be great for auto initializing the amazing aircraft loadout customizer mod. It would 100% become a better replacement than Polpox's version that's limited (and has comments disabled).
I never 'advertised' that it did work with it, so there is no real 'loss'.
Thanks for letting me know that it has 'gone bye-bye'!
:)
Guess I just gotta use Polpox's Plane Loadout Everywhere mod as the only option.
Maybe have keybinds for separate ace3 and bis arsenal. As a precaution I guess.
I'll replace the "Remote Arsenal (ACE3 & BIS)" mod with this one now that you plan to get Ace Arsenal to also be included (if present). Maybe you could do the same as they did where "If ACE isn't installed, the keybind for it simply won't function." and will give a small text on the bottom left of no Ace3 detected or something.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2698630925&searchtext=Remote+Arsenal+%28ACE3+%26+BIS%29
Someone asked for (on a Reddit post) what I was asking before long ago and together with a modder had created the MOD version of GOM Aircraft Loadout Mod that auto inititializes. So you don't have to insert the script version into each mission that GOM originally made.
It's the 3 links I commented below. I already use advanced cheat menu but I'll check out your helpme mod.
Glad you found it!
Do note, you have to 'insert' this into each mission via the editor if I remember correctly.
Also, again, if I remember, my mod will use his mod WITHOUT putting anything down in the editor. In other words, load his mod, the load any mission, and you can use his mod.
It USED TO WORK. This was about 4-5 years ago and I have not tested since then.
Good luck!
Link: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2441776362
:)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2901696298
https://www.reddit.com/r/arma/comments/t44ltd/aircraft_loadout_modwith_no_restrictions/
https://forums.bohemia.net/forums/topic/204747-release-gom-aircraft-loadout-v135/
Maybe it'll work with cars and tanks too.
I believe Drongo's DYEL gives a menu for customizing vehicle appearances as well.
There's no virtual garage mod on the workshop that I could find that does what I like either. :(
I'll just use this one this for now.
On that note- is there an ace arsenal functionality/compatibility for this mod? Like ACE3+BIS Arsenal mod does below.
And if you could add the custom key binds to addon controls instead of user controls (some missions I play use the UserAction ones already)? I dunno if that's part of CBA3 though.
So that it could be used alongside Remote Arsenal (ACE3 & BIS) mod.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2698630925 but a version for vehicles.
I don't need a vehicle spawner- just a virtual garage customizer one. :(
Like Polpox's Plane Loadout Everywhere... but for cars, jets, tanks, etc. and without auto removal of all ammunition he adds "to prevent abuse" lol.
Could you make a mod for this virtual garage mod?
You do NOT have to defend your mod. And even is it was a cheat, WHO CARES???
If this 'person' does not like it, then do not get it! Just that simple!
What did they DO though?
Be a troublemaker and nothing more - Ignore him.
You do not have to defend anything; to us or to that fool.
You have done nothing wrong!
:)
Now, my mod has some TRUE cheat features to it, but it, like this mod, can NOT BE USED AS A CHEAT!
This one or mine, can be ONLY run on a server where the key is also installed.
Because a person is playing a SP mission, this is NOT CHEATING.
MP: Key Installed = NOT CHEATING
SP: NOT CHEATING
Grow up.
I am bewildered as well as befuddled with your choice of words and your unceasing desire to stand above all.
hahahahaahahahahahahahahahahahahaahahahahahhaahaha
What a LOAD OF CRAP!!!
I would be willing to bet it is some 'cut-n-paste' garbage or something like ChatGP. Especially when it is signed 'Your Name'
I am with YOU Seth!
What a nutjob!
:)
Thank you for taking the time to respond to my comment. I apologize if my review didn't meet your expectations, and I appreciate your feedback. I genuinely believe that the "Call Virtual Arsenal" mod is a remarkable addition to Arma 3, and I wanted to highlight its strengths. If there are specific aspects or features of the mod that you would like me to focus on in a revised review, please let me know. I'm here to help and provide an accurate representation of the mod's qualities. Thank you for your understanding.
Best regards,
[Your Name]