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dzn_gear's Issues

Allow single magazine array for weapon randomization

E.g. instead of this

#define us_w_gr ["CUP_arifle_M4A1_GL_carryhandle_desert","CUP_arifle_M4A1_BUIS_desert_GL","CUP_arifle_M4A1_BUIS_GL"]
#define us_a_gr ["CUP_30Rnd_556x45_Stanag","CUP_30Rnd_556x45_Stanag","CUP_30Rnd_556x45_Stanag"]

it will be enough to use this:

#define us_w_gr ["CUP_arifle_M4A1_GL_carryhandle_desert","CUP_arifle_M4A1_BUIS_desert_GL","CUP_arifle_M4A1_BUIS_GL"]
#define us_a_gr ["CUP_30Rnd_556x45_Stanag"]

JIP compatibility

Try to add JIP compatibility.

Synchro units gets "dzn_gear" variable. Add script onJIP which run assignKit script.

Compatibility with get/setUnitLodaut commands

Later versions of A3 has own get/set loadout command with similar loadout format.

Maybe it will be good idea to add compatibility (but leave old variant optional) for Gear's setGear functions. As a Plus - it's Effect Global out-of-box, so it can helps to get rid of some remoteExec calls

First magazine load

1st magazine will be loaded to gun. But because we add all magazines at the one time - this magazine take place for a moment, and next moment it goes to gun. But if magazines > then place - this magazine steal place from another mag.

First mag's of each weapon should be placed separately (e.g. add one biggest backpack for them) and after weapon added - remove this backpack and add another mags

Problem with names

dzn_gear не копирует имена при копировании идентичности (хотя всё остальное копируется). Точно также имена не назначаются через дозен гир.
Проверено спавном в качестве красного игрока и цивила с раскидыванием гир кита при рассмотрении заспавненых ботов в упор. Имя видно когда бот вблизи и в прицеле, отображается как в ванилле.

MP: dzn_gear_box in client-hosted and dedicated mp game

dzn_gear was updated to resolve an issue with MP locality, but dzn_gear_box weren't tested.

It's necessary to check does it works at all, and does it work with vehicles where player is a driver or crew (vehicle local to player)

Given inventroy should be checked before exit

Script should collect inventory (all or only BACKPACK and WEAPONS WITH ACCESSORIES) from unit at the begining, then collect classnames given in script and before exit - check if all items where given properly.

If not - run script MP (localy to unit) again. (Loop?)

Default NVG for autoassigned items

Greetings, it would be amazing, if NIGHT_ITEM nvg's are going to be added automatically, along with the rest of auto-assigned items, it will ensure the missions day/night compatability and should not bring too much pain

I would suggest to add a line like #define give_nvg [NIGHT_ITEM["NVGoggles_OPFOR"] in defines section, aswell as adding ,give_nvg in the end of assigned items, to ensure compatability and exclude any needs of rewriting the code base, yay!

Invsetigate ACE3 Arsenal compatibility

ACE Arsenal gives a custom UI for arsenal operations. May be it would be suitable for Gear to override some of it's UI handlers with own logic (e.g. EXPORT with CTRL - > get kit) or at least add ability to call in ACE Arsenal in Gear Edit mode

FEATURE REQUEST: add voice selection for ai

Greetings,

We would like to suggest you a new feature for dzn_gear, that will make missions against specific factions more authentic, namely, the ability to choose a voice for an AI, if it's possible, so we would not be limited to unit classnames that usually get borked.

Best regards,
LeeMantee

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