-
Notifications
You must be signed in to change notification settings - Fork 37
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Feature Request: ACE Arsenal #1
Comments
You definitely should not modify a static variable that is computed at gameStart. https://ace3mod.com/wiki/framework/arsenal-framework.html#11-adding-virtual-items |
First of all, uiNamespace variables are getting recreated each time a player connects to a server (because of security concerns, was changed during A2/OA times). Second, BI does it correctly and puts the virtual arsenal classes into a variable in mission namespace (ace does the same just not mission namespace). |
Nope. Not at all. missionNamespace yes. But none of the other namespaces.
ACE arsenal does it so it doesn't have to rescan items each mission restart. Allowing for instant arsenal open without any preloading.
Yeah sorry. Oversight by me. I already notified the arsenal author to decide if we should compileFinal that variable in the next update. |
Believe me, uiNamespace gets deleted when a player connects to a server otherwise one could change whatever he likes in uiNamespace in the single player editor, change scripts or whatever and do nasty things once connected. It was a major security issue during OA times and BI changed it back then. Compilefinal is also not a solution. Anyway, if there is an easier solution to clean the ace arsenal array let me know. Best solution would be to make the variable a normal mission namespace variable, that would only be filled if needed once per mission. |
Not a concern. no-one should be accessing that variable. And if someone does... His fault.
I will believe you if you tell me why ACE arsenal works at all if the variable that only get's created once at gameStart gets deleted before being accessed. Or how all my mods variables are always in uiNamespace although I only set them once at gamestart. If uiNamespace gets deleted like you say. Explain me how the variables keep existing.
https://ace3mod.com/wiki/framework/arsenal-framework.html#11-adding-virtual-items That is how it works. And works about the same as BI arsenal. It might very well be like that in OA. But not in A3. |
This is demonstrably wrong. In fact, this not being the case is the only reason |
Features: acemod/ACE3#5734
Stats: acemod/ACE3#6110
https://ace3mod.com/wiki/feature/arsenal.html
https://ace3mod.com/wiki/framework/arsenal-framework.html
Full arsenal is easy to implement
Domination/co30_Domination.Altis/x_client/x_f/fn_inventoryopened.sqf
Line 14 in cdaa46c
->
[player, player, true] call ace_arsenal_fnc_openBox
The limited arsenal variant is slightly different. ACE Arsenal takes array of all Classnames without categorization. I think BI arsenal does things differently in that regard.
If ACE Arsenal is used then
Domination/co30_Domination.Altis/x_client/x_setupplayer.sqf
Line 899 in cdaa46c
is not needed.
and
Domination/co30_Domination.Altis/x_client/x_f/x_ui/fn_recruitbuttonaction.sqf
Line 150 in cdaa46c
should also be replaced.
The text was updated successfully, but these errors were encountered: