Author: Pancake
Author Website:

Requirements: No addons required

Version: 1.015
Signed: Yes, serverkey included

Short description: A custom gear menu for equipping loadouts from any items defined in config.

Date: 2014-12-13 23:31

Comments: (5)


Outfit Gear


Character equipment management package for all available content. Supports saving of loadouts for later use and exporting them as a script or use in the 2d editor. Extra addon allows Zeus to edit their spawned units. Addon package for users requiring no extra mission setup. Script package for mission-makers.

* categorization of items
* display of current equipped gear with categorization
* displays item mass, maxLoad, and armor, ammo, damage
* weapon accessory editor (with ASDG_JointRails support)
* display of magazines for each equipped weapon
* display of available weapons with categorization for primary, secondary, and handgun slots
* filtering of items by name
* fast clearing of all gear
* intuitive and fast interface/functionality
* saving and loading of gear to/from "%userprofile%\Documents\Arma 3 - Other Profiles\<PLAYERNAME>\<PLAYERNAME>.vars.Arma3Profile"
* loading saved loadouts onto AI subordinates
* respawning with selected loadout or current equipped gear
* compatibility with TaskForceRadio/ACRE/ACRE2/xMedSys/AGM
* camera of unit
* management of VR Arsenal loadouts
* management of AI loadouts as curator (Created by SaintBlood8)
* blacklisting/whitelisting of items
* specific blacklisting/whitelisting of items for the object its actions are attached to
* exporting loadouts as script/init/array/classname of unit

Installation / Usage:
Requires Game Version 1.34 or higher !

Addon version:
Extract into the ArmA 3 Directory, by default this is located in:
32-Bit - C:\Program Files\Steam/Steamapps\Common\ArmA 3\
64-Bit - C:\Program Files (x86)\Steam/Steamapps\Common\ArmA 3\
After extraction it should look like this:
Steam\Steamapps\Common\ArmA 3\@your_mod_folder_name\addons\

You can also use the "Arma 3 Alpha" folder in your "My Documents" folder. Your folder setup could than look like for example this:
mydocuments\Arma3 Alpha\@your_mod_folder_name1\addons\
mydocuments\Arma3 Alpha\@your_mod_folder_name2\addons\
mydocuments\Arma3 Alpha\@your_mod_folder_name2\addons\

When present place the "userconfig" folder into your game install folder, usually:
"C:\Program Files (x86)\Steam\steamapps\common\Arma 3".
You may already have "userconfig" folder from other addons and/or mods in which case it is safe to merge the contents from this archive.

You'll also need to add a Launch Parameter to Steam, in order to do so right-click on ArmA 3 Alpha and click Properties and then Set Launch Options. In the window that opens enter in -mod=@your_mod_folder_name
For using multiple mods you would then do so like this:

You can also use -nosplash to get rid of the splash art and intro videos.

And of course you can also enable and disable community made addons and mods through the in-game Options Expansions menu if you do not want to mess with startup parameters!

When the above information still does not provide you with enough to learn how to install custom addons and mods you can always ask in our Guide On Installing Mods.

Actions appear on ammoboxes and ammotrucks.
- move the file 'PA_outfit_gear_weaponholder.pbo' to addons folder in the mod-folder for a cheaty access of menu on any GroundWeaponHolder (unsigned)
- move the file 'PA_outfit_gear_inv_btn.pbo' to addons folder in the mod-folder for a cheaty access of menu from inventory screen (unsigned)

Script version:
1. copy "dialog" folder to mission folder
2. copy "stringtable.xml" to mission folder or copy the strings inside to your stringtable.xml
3. copy >> #include "dialog\outfit_gear\gear_main.hpp" << to "description.ext"
4. copy >> #include "dialog\outfit_gear\functions\functions.hpp" << to "class cfgFuntions" in description.ext
5. copy >> nul=['add',[this]] Spawn OG_fnc_Init << to init field of object in editor

NOTE: "gear_main.hpp" must be included in the description.ext before class CfgFunctions
NOTE: if changing folder paths must change literal constant "OG_FOLDERPATH" in "\outfit_gear\functions\defines_ctrl.hpp"

* the output loadout from the 'output button' can be used with 'OG_fnc_AddInventory' or take that function and execute it like a script
([&lt;unit&gt;] + &lt;loadout&gt;) Spawn OG_fnc_AddInventory

Included files:

Known issues:
*sometimes adding grenades adds twice, 'AddItem' command is buggy with grenades
*ACRE: radio 'ACRE_PRC119' does not show up because its type property is 4, it should be type=131072 as that is the 'ItemCore' type
*ACRE: radio 'ACRE_PRC119' is added manually, but behaves strangely, can't assign directly, only can be added to a container
*you need to refresh the gear listbox a few seconds after adding a TF/ACRE radio because they add a new radio of a specific id
*closing dialog too fast will prompt script error if didn't finish populating listboxes, won't matter because dialog is destroyed anyway
*sometimes can't remove handgun you start with, bug with 'removeWeapon'

* exporting loadouts as script/init/array/classname of unit
* importing loadouts have input validation
* every grenade/explosive of every throw/put muzzle now displayed
* fixed specific blacklist/whitelist always overriding global blacklist/whitelist
* weapons support multiple filters at a time
* item library description shows in the item description hint box
* added keyboard shortcuts
* every category gets own listbox for faster loading
* search/weapon filters saved for each category for mission duration
* clicking on gear pictures displays respective item category

* new interface
* equipped gear listbox can increment/decrement counts of items
* merge weapons/items listbox
* merged accessory/magazines listbox
* camera of soldier used instead of PIP camera
* Authentic Gameplay Modification items under 'items' category
* faster loading of config
* blacklisting/whitelisting of items specific to the object actions are attached to
* side filter button only shows for the categories it affects

* item pictures filepath corrected from game update
* export loadout functionality works with VR Arsenal loadouts
* import loadouts from export format
* X39_MedSys changed config of its items
* both dialog's work with curator as drag and drop modules
* glasses in unit's containers weren't loaded from saved loadout
* item config collected after mission starts rather than during loading screen
* two arrays for specifically placing items in 'items' category
* TFAR new radio backpacks show in 'radio' category

* reworked weapon filters, now can be filtered by (ALL/GL/AMMO_COUNT/DAMAGE)
* customizable color text and background, default colors now based arma profile
* ammo count and hit values of magazine displayed in magazine listbox
* weapons with pre linked accessories are checked for there item strings rather than just 'LinkedItems' class
* TFAR/ACRE radios inherited base versions saved to loadout
* magazine/items/loadout_name textbox added keyDown event with 'return'/'numpad_enter' keys
* items can be filtered by name
* weapons combobox replaced with a toolbox control
* magazine listbox added shift/ctrl/alt-doubleclicking for different counts
* x39_medSys items and TFAR/ACRE radios have their own categories in items listbox
* added quick-select buttons for items listbox
* added button for quick equipping of map,compass,gps,watch
* overhauled interface
* max number of loadouts hard-coded at 500
* container items from a saved loadout didn't enforce the blacklist
* management of VR Arsenal loadouts
* insignia can be equipped, cleared, saved/loaded to/from loadout, and insignia in unit's namespace will always be used as default
* utility backpacks classified by 'AssembleInfo' subclass in addition to 'maximumLoad' and filter by side
* weight of items displayed as kilograms instead of config mass
* magazines with empty ammo counts are not displayed
* accessory editor supports all accessories defined as config entries in 'WeaponSlotsInfo'

* improved compatibility with TaskforceRadio and ACRE, I don't use them, so didn't know updates broke functionality

* percentage of load/maximumLoad displayed in tooltips of texts for each container
* equipped goggles, headgear, nvg, binocular displayed as pictures above container pictures
* loaded magazines in equipped weapons are displayed in 'Weapon Accessories' category
* two controls had the same IDC number
* 'forceAddUniform' used instead of 'addUniform' and notified if uniform is not allowed for current unit class
* remove weapons and magazines from individual containers
* can control double-click on the weapons, items, accessories listboxes to add them directly to inventory
* mod-version actions can be disabled with "<object> SetVariable ['outfit_gear',false]"

* mod 'SpeedOfSoundv2' adds empty 'SmokeShell' class to CfgWeapons which messed up the priority of checking what class an item belongs to,
tweaked priority so CfgMagazines is checked before CfgWeapons
* side-filter button tooltip uses 'switch' statement to get localized side name based on unit's side property instead of 'side' command
* can remove handgun accessory from 'Weapon Accessories' filter
* backpacks and backpacks without cargo space (ie static weapons) are categorised seperately
* double-clicking in gear listbox while holding control key removes all counts of selected item
* new PIP camera of unit
* naked uniforms no longer appear in items listbox

* magazine listbox used an old inefficient method of retrieving grenade shells for weapons with grenade launchers
* mod-version includes ammoboxes 'IG_supplyCrate_F' and 'C_supplyCrate_F'
* uniform, vest, and backpack load labels' width was too short

* total load progress bar displays percentage of load in tooltip
* clear new backpack of items (some have stuff in them already)
* more efficient/intuitive code adding accessories to weapons
* MineDetector had an error in code with tooltip

* new filtering method for weapons with a grenade launcher, doesn't rely on number of muzzles weapon has anymore
* item load and maxLoad now also displayed next to their containers
* accessory editor now supports ASDG_JointRails
* weapons config ignores all weapons with pre-equipped accessories for faster script loops
* selecting weapon populated accessory/magazine listbox twice

* uniforms are now filtered by side of unit, toggled by button in title
* message is displayed if uniform's side is not same as player's side
* items display mass, maxLoad, and armor values
* container load progress bar displays load and maxLoad

* items drop-down listbox now retains its selection
* fixed loadout menu uses correct loadouts if names are above '<NEW LOADOUT>'

* fixed loadout menu not working if loadout names are above '&lt;NEW LOADOUT&gt;'
* more efficient config retrieval of grenade launcher shells
* magazine is automatically added for binocular weapons that have magazines (IE LaserDesignator)

Forum topic:
- Armaholic forums

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Tags: Gear,   Menu,   Outfitting,   Ui