Arma 3
VR Marksmanship Range - SP
11 Comments
Royal Raven 21 Feb, 2020 @ 7:05am 
I will let you do it, I am no good with it. I am in no hurry. Thanks for info.
11Bullets  [author] 21 Feb, 2020 @ 6:16am 
When you edit with PBO edit I believe you have the option of removing mod dependencies. What you might need to do is clear out all the various items from those outdated mods and clear the dependency. That should let it run. I can still look it over when I get some time, but it'll be a while.
Royal Raven 19 Feb, 2020 @ 4:53pm 
This is my Weapon and Equipment mods, pretty much the best ones out there. I am sure adding CUP stuff would help in your range:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2001413698

I am just not sure if you need to add the mods in your VR, I think you just need to allow cargo containers to allow Arsenal to do loadouts. But I am not sure.
Royal Raven 19 Feb, 2020 @ 4:50pm 
Yeah I used PBO Manager to open it, but when I went to run it in game it would not open, said something was outdated, it wouldn't let me edit it. So it may be something for you to fix. I am not in hurry. I will follow this thread to give me info when you update it. Thanks.
11Bullets  [author] 19 Feb, 2020 @ 4:39pm 
It may be some time until I can get to it (perhaps as much as several months) but I could see about updating it. If you like, you can unpack the scenario and do some editing to it yourself to specifically input the mods you want to use. There are a number of tutorial videos that you can find that will explain how to unpack the scenario to allow you to edit it. If you do that my one request would be that if you choose to upload the scenario just throw me a mention that you used my scenario as your basis. :)

If you can't get it working on your own (or just don't want to bother with it), I'll try and see about updating it for you. I'll need a full list of which mods you are wanting to use in it though, so I can be sure to include them and understand it may be a while before I get to it.
Royal Raven 18 Feb, 2020 @ 8:01pm 
Yeah I wouldn't mind have one crate that I could do a loadout, that way it could pull in my mods. If that is how it works.
Royal Raven 18 Feb, 2020 @ 7:42pm 
I have been looking for something like this for a while, especially night test. But I want to practice with mods but I can't seem to get to show up.
This guys talks about how to make an object to allow custom loadouts. https://www.youtube.com/watch?v=RFMwNQnxYYA&t=9s
He says to use this code:
["AmmoboxInit", [this, true]] call BIS_fnc_arsenal;

I have some custom loadouts I wanted to test, modded and vanilla.
11Bullets  [author] 27 Sep, 2015 @ 5:42pm 
I think it might have been from an older RHS mod. Not exactly sure, tbh.
inner city life 26 Sep, 2015 @ 3:08pm 
Whats the mod for the hat in the thumb nail?
11Bullets  [author] 30 Aug, 2015 @ 8:24am 
Oops, can't believe I overlooked that. Fixed.
BEAR ( The Irish ) 29 Aug, 2015 @ 11:40pm 
would help if you added mags for the Cyrus and the ASP. So far pretty cool tho.