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Posted: Mon Mar 09, 2015 9:50 pm     Super secret spam barrier
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Refining Virtual Armoury


We need Alexanders Whitelist....


Posted: Mon Mar 09, 2015 9:57 pm     Super secret spam barrier
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I've only been hassling Alex for about 6 months now...anytime soon...  ;)


Posted: Tue Mar 10, 2015 11:42 am     Super secret spam barrier
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I would actually like to see kits that are related to the actual roles. But I know from my own experience that it is a lot of work to create and to actually maintain it. Also there are people who probably wont like it (which is okay).

There is no war to end all wars.


Posted: Tue Mar 10, 2015 11:52 am     Super secret spam barrier
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Yes, we intend to restrict the kit available on the public server and are waiting for Cpl. Alexander to prepare his Fixed Arsenal Mod for us to use.
I'd like to restrict down to Blufor kit only and no thermal scopes.

I'm less favourable to restricting kit based on role - it would be a lot of work, people would just find ways around it, and I think one of the nice things about the public server is it's sandbox nature and allowing variety of choice within certain boundaries.

Private server missions are different of course - you get what you're given, by and large.


Posted: Tue Mar 10, 2015 11:55 am     Super secret spam barrier
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Well our standard load-outs ARE tailored to specific roles - right down to the loadouts and ammo count etc. Note there is only so much we can currently customise the uniforms themselves as we lack lots of 3cb specific models - and we try to minimise dependencies but we're working on that.

If we're doing an op with a Virtual armoury available - It's then up to the individual Marine to decide what level of customisation he will perform -

Sleeves up/down
Fuzzy Hat/Boonie/Plain Mk7 etc
Perhaps a scope swap. (please no 12x optics on LMGs - TI optics are a no no)
Shemags are cool, Scary skull face-masks... a little "Merica" for my liking
Glasses swap-outs.
Face swap-outs... I used to love to be able to tell who was who with different faces, these days I think most of us rock the same mug ?
Different Backpacks/ Osprey vest types are a nice touch.

BUT I would prefer they weren't changing main weapons - or picking ECH helmets etc as that does (for me in my opinion) ruin the immersion a little as it's just not likely to ever happen. Bit different for the BPT boys as they traditionally always carried L115's I believe and therefore probably have a little more leeway to their kit. But if you're in a core section, 1-1, 1-2 or 1-3 you ought to be looking pretty much the same.

One nice touch is to check with your LMG or GPMG carrying colleagues and see if they need a box of Link stored for you. if 5 of the section carried one more box that would effectively DOUBLE the available ammo for those vital support weapons.

All section leaders SHOULD and OUGHT to be pointing out players who are not following this code of practise... Not trying to be Boring or ruin anyone's fun time. But if they want to run around looking like SAS or SFSG then that's what the public is for. On Ops I love it when we all look like we really belong !


Posted: Tue Mar 10, 2015 12:03 pm     Super secret spam barrier
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Apollo wrote:
Yes, we intend to restrict the kit available on the public server and are waiting for Cpl. Alexander to prepare his Fixed Arsenal Mod for us to use.
I'd like to restrict down to Blufor kit only and no thermal scopes.

I'm less favourable to restricting kit based on role - it would be a lot of work, people would just find ways around it, and I think one of the nice things about the public server is it's sandbox nature and allowing variety of choice within certain boundaries.

Private server missions are different of course - you get what you're given, by and large.

Balancing this is a lot of work but possible. In the past I did this for another server and it was pretty restrictive I would say.

1. Restrictions based on the avaible factions.
You play as a german soldier (BW mod) and as American (RHS). So the equipment that was specific for a faction was restricted to those. So no US Uniform for the german roles etc.

2. Restrictions based on class.
Relatively basic, but still a lot of work. Machinegunners were the only ones who had access to machine guns etc. This sounds simple but you gotta do a lot of finetuning here. To give you a small example, let me show you how much silly lines you had to place for a simple US Soldier.

Quote:
// ********************Bravo Soldaten******************************************************************************************************************************************************************************************
//SquadLeader****************************************************************************************************************************************************************************************************************
if (typeOf player == "rhsusf_army_ocp_squadleader") then {
//Primary
[box1,["rhs_weap_m16a4_carryhandle_pmag","rhs_weap_m16a4","rhs_weap_m16a4_carryhandle","rhs_weap_m16a4_grip","CUP_arifle_M16A4_GL","rhs_weap_m4","rhs_weap_m4_carryhandle","rhs_weap_m4_grip","rhs_m4_m320","CUP_arifle_M4A1","CUP_arifle_M4A1_black","CUP_arifle_M4A1_camo","CUP_arifle_M4A1_desert","CUP_arifle_M4A1_BUIS_GL","CUP_arifle_M4A1_BUIS_desert_GL","CUP_arifle_M4A1_BUIS_camo_GL","rhs_weap_m4a1","rhs_weap_m4a1_grip","rhs_m4a1_m320","CUP_arifle_Mk16_CQC","CUP_arifle_Mk16_CQC_EGLM","CUP_arifle_Mk16_CQC_FG","CUP_arifle_Mk16_CQC_SFG","CUP_arifle_Mk16_STD","CUP_arifle_Mk16_STD_EGLM","CUP_arifle_Mk16_STD_FG","CUP_arifle_Mk16_STD_SFG","CUP_arifle_Mk16_SV","CUP_arifle_Mk17_CQC","CUP_arifle_Mk17_CQC_EGLM","CUP_arifle_Mk17_CQC_FG","CUP_arifle_Mk17_CQC_SFG","CUP_arifle_Mk17_STD","CUP_arifle_Mk17_STD_EGLM","CUP_arifle_Mk17_STD_FG","CUP_arifle_Mk17_STD_SFG","arifle_Mk20_plain_F","arifle_Mk20_GL_plain_F","arifle_MX_GL_F","arifle_MX_GL_Black_F","arifle_MX_F","arifle_MX_Black_F","arifle_MXC_F","arifle_MXC_Black_F","rhs_weap_m4_grip2","rhs_weap_m4a1_grip2","rhs_weap_m4_carryhandle_pmag"],false,true] call BIS_fnc_addVirtualWeaponCargo;
//Launcher
[box1,["rhs_weap_M136","CUP_launch_M136","rhs_weap_M136_hedp","rhs_weap_M136_hp"],false,true] call BIS_fnc_addVirtualWeaponCargo;
//Handgun
[box1,["Binocular","hgun_Pistol_heavy_01_F","CUP_hgun_Glock17","CUP_hgun_Colt1911","CUP_hgun_M9","rhs_weap_pya","BWA3_P8","hgun_Pistol_heavy_02_F"],false,true] call BIS_fnc_addVirtualWeaponCargo;
//Items
[box1,["FirstAidKit","tf_anprc152","ItemMap"],false,true] call BIS_fnc_addVirtualItemCargo;
//NVG's
[box1,["NVGoggles_INDEP","NVGoggles_OPFOR","NVGoggles","rhsusf_ANPVS_14","rhsusf_ANPVS_15"],false,true] call BIS_fnc_addVirtualItemCargo;
//Facewear
[box1,["rhs_balaclava","G_Balaclava_blk","G_Balaclava_oli","G_Bandanna_blk","G_Bandanna_khk","G_Bandanna_oli","BWA3_G_Combat_Black","G_Combat","G_Tactical_Clear"],false,true] call BIS_fnc_addVirtualItemCargo;
//Uniform
[box1,["rhs_uniform_cu_ocp_patchless","rhs_uniform_cu_ucp_patchless","U_B_CombatUniform_mcam","rhs_uniform_cu_ocp","rhs_uniform_cu_ucp"],false,true] call BIS_fnc_addVirtualItemCargo;
//Veste
[box1,["V_PlateCarrier1_rgr","V_PlateCarrierSpec_rgr","rhsusf_iotv_ocp_Squadleader","rhsusf_iotv_ucp_Squadleader"],false,true] call BIS_fnc_addVirtualItemCargo;
//Headgear
[box1,["rhsusf_ach_bare","rhsusf_ach_bare_des","rhsusf_ach_bare_des_ess","rhsusf_ach_bare_des_headset","rhsusf_ach_bare_des_headset_ess","rhsusf_ach_bare_ess","rhsusf_ach_bare_headset","rhsusf_ach_bare_headset_ess","rhsusf_ach_bare_semi","rhsusf_ach_bare_semi_ess","rhsusf_ach_bare_semi_headset","rhsusf_ach_bare_semi_headset_ess","rhsusf_ach_bare_tan","rhsusf_ach_bare_tan_ess","rhsusf_ach_bare_tan_headset","rhsusf_ach_bare_tan_headset_ess","rhsusf_ach_bare_wood","rhsusf_ach_bare_wood_ess","rhsusf_ach_bare_wood_headset","rhsusf_ach_bare_wood_headset_ess","rhsusf_ach_helmet_M81","rhsusf_ach_helmet_ocp","rhsusf_ach_helmet_ESS_ocp","rhsusf_ach_helmet_headset_ocp","rhsusf_ach_helmet_headset_ess_ocp","rhsusf_ach_helmet_camo_ocp","rhsusf_ach_helmet_ucp","rhsusf_ach_helmet_ESS_ucp","rhsusf_ach_helmet_headset_ucp","rhsusf_ach_helmet_headset_ess_ucp","rhs_Booniehat_ocp","rhs_Booniehat_ucp","rhsusf_opscore_02","rhsusf_opscore_01","rhsusf_opscore_02_tan","rhsusf_opscore_01_tan","rhsusf_opscore_04_ocp","rhsusf_opscore_03_ocp","H_HelmetB_light_sand","H_HelmetB_light_snakeskin"],false,true] call BIS_fnc_addVirtualItemCargo;
//Backpack
[box1,["B_AssaultPack_cbr","B_AssaultPack","B_AssaultPack_cbr","B_AssaultPack_rgr","B_AssaultPack_mcamo","B_Carryall_cbr","B_Carryall_khk","B_Carryall_mcamo","B_Carryall_oli","CUP_B_ACRPara_m95","rhsusf_assault_eagleaiii_ocp","rhsusf_assault_eagleaiii_ucp","B_Kitbag_cbr","B_Kitbag_rgr","B_Kitbag_mcamo","tf_rt1523g","tf_rt1523g_big","tf_rt1523g_big_bwmod","tf_rt1523g_big_rhs","tf_rt1523g_black","tf_rt1523g_bwmod","tf_rt1523g_green","tf_rt1523g_rhs","tf_rt1523g_sage"],false,true] call BIS_fnc_addVirtualBackpackCargo;
//Attachments
[box1,["muzzle_snds_acp","optic_MRD","optic_MRCO","optic_DMS","optic_Holosight","optic_Aco","optic_Aco_smg","BWA3_optic_Aimpoint","optic_Arco","optic_Hamr","BWA3_optic_RSAS","BWA3_optic_20x50","BWA3_optic_20x50_NSV","BWA3_optic_Shortdot","optic_SOS","optic_tws","optic_tws_mg","BWA3_optic_24x72","BWA3_optic_ZO4x30","BWA3_optic_ZO4x30_IRV","BWA3_optic_ZO4x30_NSV","CUP_optic_CWS","CUP_optic_CompM4","CUP_optic_AN_PAS_13c1","CUP_optic_AN_PAS_13c2","CUP_optic_AN_PVS_10","CUP_optic_AN_PVS_4","CUP_optic_ElcanM145","CUP_optic_ELCAN_SpecterDR","CUP_optic_Eotech533Grey","CUP_optic_Eotech533","CUP_optic_HoloDesert","CUP_optic_HoloBlack","CUP_optic_HoloWdl","CUP_optic_LeupoldMk4_10x40_LRT_Desert","CUP_optic_LeupoldMk4_10x40_LRT_Woodland","CUP_optic_LeupoldM3LR","CUP_optic_LeupoldMk4","CUP_optic_LeupoldMk4_CQ_T","CUP_optic_LeupoldMk4_MRT_tan","CUP_optic_Leupold_VX3","CUP_optic_CompM2_Black","CUP_optic_CompM2_Desert","CUP_optic_CompM2_Woodland2","CUP_optic_CompM2_Woodland","CUP_optic_MRad","CUP_optic_ZDDot","CUP_optic_SB_11_4x20_PM","CUP_optic_SB_3_12x50_PMII","CUP_optic_SUSAT","CUP_optic_RCO","CUP_optic_RCO_desert","CUP_optic_ACOG","CUP_optic_TrijiconRx01_black","CUP_optic_TrijiconRx01_desert","rhsusf_acc_LEUPOLDMK4_2","rhsusf_acc_ELCAN","rhsusf_acc_ACOG","rhsusf_acc_ACOG2","rhsusf_acc_ACOG3","rhsusf_acc_compm4","acc_flashlight","acc_pointer_IR","BWA3_acc_LLM01_flash","BWA3_acc_LLM01_irlaser","CUP_acc_ANPEQ_15","CUP_acc_ANPEQ_2","CUP_acc_ANPEQ_2_camo","CUP_acc_ANPEQ_2_desert","CUP_acc_ANPEQ_2_grey","CUP_acc_Flashlight","CUP_acc_Flashlight_desert","CUP_acc_Flashlight_wdl","CUP_acc_XM8_light_module","rhsusf_acc_anpeq15","rhsusf_acc_anpeq15A","muzzle_snds_H","BWA3_muzzle_snds_G28","BWA3_muzzle_snds_G36","CUP_muzzle_snds_G36_black","CUP_muzzle_snds_G36_desert","CUP_muzzle_snds_AWM","CUP_muzzle_snds_L85","CUP_muzzle_snds_M110","muzzle_snds_B","CUP_muzzle_snds_M16","CUP_muzzle_snds_M16_camo","muzzle_snds_H_MG","CUP_muzzle_snds_G36_black","CUP_muzzle_snds_G36_desert","BWA3_muzzle_snds_MG4","BWA3_muzzle_snds_MG5","CUP_muzzle_mfsup_SCAR_L","CUP_muzzle_snds_SCAR_L","CUP_muzzle_mfsup_SCAR_H","CUP_muzzle_snds_SCAR_H","muzzle_snds_M","muzzle_snds_L","rhsusf_acc_anpeq15_light"],false,true] call BIS_fnc_addVirtualItemCargo;
//Magazine und Granaten
[box1,true,false,true] call BIS_fnc_addVirtualMagazineCargo;

comment "Remove existing items";
removeAllWeapons player;
removeAllItems player;
removeAllAssignedItems player;
removeUniform player;
removeVest player;
removeBackpack player;
removeHeadgear player;
removeGoggles player;

comment "Add containers";
player forceAddUniform "rhs_uniform_cu_ocp_patchless";

comment "Add items";
player linkItem "ItemMap";
player linkItem "ItemCompass";
player linkItem "ItemWatch";
player linkItem "ItemGPS";
};

So what I basically did was taking everything from the players away on spawn via script, put them in the right and empty uniform. After that they had access to the stuff listed via the arsenal.


Posted: Tue Mar 10, 2015 12:04 pm     Super secret spam barrier
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Thanks Mefirst - I know how it's done, but don't intend doing it.  :-)


Posted: Tue Mar 10, 2015 12:06 pm     Super secret spam barrier
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I know you know how to do it. :)

I just wanted to demonstrate for the rest how much f**k work this can be.

As you can see I didnt bother to limit scopes and attachments, because that would be hours of more work to get it properly done.

There is no war to end all wars.


Posted: Tue Mar 10, 2015 12:59 pm     Super secret spam barrier
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The main issue is that the "vanilla" way of restricting the Arsenal isn't really up to spec.  If you put the wrong kind of pencil in your loadout it'll just go "Nah, you can't load that"  and you have to delete and remake the entire loadout. 
It also has the weirdest semantics ever (the things you're currently equipped with are added to the available items...so depending what you wear when opening the arsenal the available loadouts change...).
I've worked around this by introducing partial loading (If you have a Katiba in your loadout it'll simply say "Weapon arifle_katiba_F not whitelisted" and give you your loadout minus your weapon.) and adding a toggle to remove the weird "equipped items" semantics.
Thanks to Apollo's reminder I've started working on the mod again, currently hunting down some bugs related to blacklisting (something else the vanilla arsenal can't do).
I don't quite see "class based" restrictions making it into the next release, however I think it should be a realistic goal for the version after that.

EDIT: Mefirsts version sadly doesn't work because the addVirtual[...]Cargo commands are global, meaning that you can't have them be specific to players :(  There is a way, but it involves modifying the arsenal code, too ;)


Posted: Tue Mar 10, 2015 1:38 pm     Super secret spam barrier
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Alexander wrote:
The main issue is that the "vanilla" way of restricting the Arsenal isn't really up to spec.  If you put the wrong kind of pencil in your loadout it'll just go "Nah, you can't load that"  and you have to delete and remake the entire loadout. 
It also has the weirdest semantics ever (the things you're currently equipped with are added to the available items...so depending what you wear when opening the arsenal the available loadouts change...).
I've worked around this by introducing partial loading (If you have a Katiba in your loadout it'll simply say "Weapon arifle_katiba_F not whitelisted" and give you your loadout minus your weapon.) and adding a toggle to remove the weird "equipped items" semantics.
Thanks to Apollo's reminder I've started working on the mod again, currently hunting down some bugs related to blacklisting (something else the vanilla arsenal can't do).
I don't quite see "class based" restrictions making it into the next release, however I think it should be a realistic goal for the version after that.

EDIT: Mefirsts version sadly doesn't work because the addVirtual[...]Cargo commands are global, meaning that you can't have them be specific to players :(  There is a way, but it involves modifying the arsenal code, too ;)

Dunno man, it worked where I tested it.

I think you simply designated some boxes to it and those boxes would work as a arsenal with those restrictions. However the same problems you mentioned happen there. If a tiny pice of equipment doesnt fit in, you would not be able to load your loadouts. :C

PS: Rangefinder has no thermals, laser designator does.


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