Arsenal Script
LINK ===== https://urlca.com/2tkwdZ
Arsenal is, essentially, a character, equipment and weapon viewer which has been added to Arma 3 in the Bootcamp update.This tool offers an overview of the available content, and enables customized loadouts to be exported to script, which can be used in the editor, other game modes, such as Zeus, and by community scenarios/mods.
If an arsenal container has been created by using true as the whitelist () then a string of \"%ALL\" (ALL CAPITAL LETTERS) will be inserted into the category array. To remove this kind of whitelist instead use..
Yes, sorry. I made a few corrections to my post, syntax was off. For use with multiple vehicles, it works and it does so automatically. The expression field in the vehicle respawn module gets called every time it respawns a vehicle that it was synced to. _this select 0 refers to the vehicle that was created by the respawn to replace the old destroyed or abandoned one. It passes [, ] to the expression field.Since the expression field gets called every time each vehicle respawns, including all vehicles in the call can create issues. In this case it doesn't because arsenal can only be initialized once. The reason this is bad is because it will create a bad practice to use that method for other script to be called. You will end up calling code more than it needs to be. Say you want to add a certain amount of weapons to the newly respawned vehicles cargo. As soon as another vehicle is respawn, all vehicles will have that weapon cargo added AGAIN and will go above the limit you intended them to have. This is only one example. It's not horrible but it's unintended behavior and might just cause users to ask more questions without understanding why this is happening. I'm just trying to address this before it becomes a problem for many people.
This will automatically add arsenal to all objects that were synced from the start. You wont have to add code to every vehicle's init field manually any more. This is useful since \"Expression\" only gets called after a vehicle is respawned and not on the original. \"this\" refers to the vehicle respawn module. \"synchronizedObjects this\" refers to all objects that were synced to it for respawn.
Tried @benargee's approach, but it didn't work out of the box. It seems that all variables set on the vehicle are copied on respawn, which prevents you from adding the arsenal to the respawned vehicle. The solution is to reset bis_fnc_arsenal_action by adding the following to the respawn expression instead:
Old post! All these scripts... The reason why I created a module for respawning vehicles with all stuff: appearance, loadouts (even custom backpacks in cargo), crew, waypoints, actions (all, not only arsenal), pylons...
For the sake of discussion, the 'Normal' Arsenal version is the one that starts with the primary weapon and ends with the watches. The selections look like this. To use this arsenal I would add the following to the object's Init:
To make Cobalt Strike use your script templates over the built-in script templates, load either the dist/arsenal_kit.cna or dist/resource/resources.cna script. See the Arsenal Kit README.md file for more information.
so im not too big into killing peoples fun with hacks in arsenal but sometimes ill pull em out to target a toxic player so anyways i have this bring all script and could somebody modify it so i can choose who i wanna kill or just make a new script with parts from it
Thereafter, you can access the SA features as follows: In PSP, select \"Edit\" workspace. Open \"Script\" panel (View > Toolbars > Script). From the drop menu, choose one of the \"Script Arsenal\" categories; for example, \"Script Arsenal - Effects\" (fig. 1). Choose a script from the list and click \"play\" button (fig. 2). If you can't find \"Script Arsenal\" categories in the drop menu: In your file manager, go to \"Documents > Script Arsenal for PSP > Scripts\" folder and copy \"Script Arsenal EN\" subfolder to the clipboard. Browse to \"Documents > Corel PaintShop Pro > > Scripts-Trusted\"* and paste the copied \"Script Arsenal EN\" folder. *In PaintShop Pro X3 and older versions - \"Documents > My PSP Files > Scripts-Trusted\".
container-arsenal (car) is a collection of docker containers that have been proven to be useful duringsecurity assessments and CTFs. Each container is represented by a docker-compose file and its correspondingresources. Additionally, container-arsenal ships a python script that can be used to manage the containers.
container-arsenal ships an autocompletion script for bash. With thecompletion-helpers project installed, the completion script issetup automatically during the installation of container-arsenal. You can also install the completion-helpersproject later on and copy the completion script to your /.bash_completion.dfolder manually.
After installing container-arsenal, a configuration file will be placed at /.config/car/car.toml.This configuration file contains some global variables and default mappings for the provided containers.The first few lines look like this:
This configuration shows, that the samba container runs with two volumes that will be mapped to/arsenal/samba/public and /arsenal/samba/private. The top level folder /arsenal/sambais also included in the configuration file, but will not be mapped into the container.
not sure if I can ask a question like this on Stack Over flow but basically in Arma 3 im currently editing a scenario called Antistasi, I want to remove some weapons from the virtual arsenal, i've got the variable name, but I have tried all the following and it is not removing the desired item.
However if you do that the BIS_fnc_removeVirtualWeaponCargo function to remove weapons does not work. I believe there is a bug when you create a virtual weapon crate with all weapons. I get a half hidden error message when I open the arsenal \"BIS_fnc_baseWeapon Class '%All' not found in CfgWeapons\".
I offer a final warning if you are trying to limit weapons usable by players. The virtual arsenal will always show a weapon or equipment a player currently has on his character. In addition a player can load a loadout they previously saved that may have weapons and equipment you do not want them to have.
PICARD: Number One RIKER: No help from their communications log. The Drake reportedarriving at Minos and then wasn't heard from again. PICARD: Mister Data DATA: The citizens of Minos gained fame during the Ersalrope wars asarms merchants. They manufactured sophisticated and highly advancedweaponry. LAFORGE: Yeah For which side DATA: Both. LAFORGE: We are approaching the planet Minos, sir. PICARD: Standard orbit, Mister La Forge. LAFORGE: Aye, sir. Standard orbit. RIKER: Whatever happened to the Drake, happened quickly, otherwise aman like Rice would have reported again. PICARD: You know Captain Rice RIKER: We were at the Academy together. PICARD: Tell me about him. RIKER: Able. A good officer. TROI: How would he react under stress RIKER: Paul Rice is confident to the point of arrogance, he but carriesit well because he's usually right. He's a risk taker. PICARD: Really RIKER: I'll give you an example. One of the final tests in advancenavigation at the Academy provides the student with three options. Ricewas given this test, rejected their options and offered one of his own.PICARD: That's taking a risk. RIKER: And it paid off. He received the top grade and now that sametest has four options. TROI: In a difficult situation a man like that would act aggressively. RIKER: Agreed. WORF: Commander, weren't you offered the Drake RIKER: Yes. TASHA: You gave up your own command to take this assignment RIKER: At the time I thought it would be more advantageous for me to doa tour on the Enterprise. DATA: Captain, readings correspond with the findings of the probe. Nosigns of intelligent life forms. Vegetation and animal life only. TROI: What happened to all the people WORF: War DATA: Disease LAFORGE: A dissatisfied customer TASHA: In any war, natural disaster, even the most virulent plague,there are always survivors. DATA: Captain, we are being hailed. RIKER: How can that be from a planet with no people PICARD: Your sensors indicated no intelligent life forms DATA: Correct, sir. Something has scanned our language banks and ishailing us. PICARD: On main viewer. SALESMAN [on viewscreen]: Whoever you are, wherever you're from,greetings. Welcome to Minos, the arsenal of freedom. PICARD: I am Captain Jean-Luc Picard of the USS SALESMAN [on viewscreen]: If you need a little something special, be itfor one target or multiple targets, we got it. You'll see it here onMinos, where we live by the motto 'peace through superior firepower'. PICARD: To whom am I speaking SALESMAN [on viewscreen]: To be totally armed is to be totally secure.Remember, the early bird that hesitates gets wormed. DATA: It is a recorded message, sir. SALESMAN [on viewscreen]: Minos, the arsenal of freedom. Perfection inhighly advanced weaponry. Versatility. PICARD: We must have triggered something left over from the Erselropewars when the arms business was booming. SALESMAN [on viewscreen]: So lock on to my signal and beam on down,because we don't just provide weapons PICARD: Shut that off. SALESMAN [on viewscreen]: We provide complete weapons systems. LAFORGE: It's a heck of a sales pitch. PICARD: If an automated message system is still functioning, therecould be other systems on that planet that are still operational. TASHA: Weapons systems PICARD: Possibly. RIKER: We're going to have to go down there to find it. PICARD: Number One, prepare am away team. RIKER: Lieutenant Yar. Data. TASHA: Commander, I recommend a minimum complement. RIKER: Oh I would have thought otherwise. TASHA: We'll keep the first landing party small and mobile, until I'mconfident that whatever killed the inhabitants of this planet isn'tstill down there. RIKER: Okay. 59ce067264