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Kempco

JTK Weapon Suppressor Script

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JTK Weapon Suppressor Script



by: Kempco

jtksilv14ace.jpg

jtksilv14.jpg

Description:

This script allows the players to equip a suppressor to a weapon provided that weapon has a suppressible version.

Weapons Supported:

• All Arma 2 and Arma OA primary weapons

• All ACE 2 and ACEX primary weapons

• RH HK416 Pack (by Robert Hammer)

• RH M14 Pack (by Robert Hammer)

• RH MGS Pack (by Robert Hammer)

• RH MK18 pack (by Robert Hammer)

• M4/M16 Rearmed (by Robert Hammer)

• Design mastery M4s (by Hogthar & Mlacix)

• FHQ Remington Weapon Pack v1.1 (by Alwarren)

• L119A1 Pack v2.01 (by Lennard)

• UFK Weapons Pack v1.1 (by the UK Forces Team)

• RH Pistol pack Remake (by Robbert Hammer)

• RH SMG pack (by Robbert Hammer)

Script Version:

init:

execVM "JTK\suppressors\init.sqf";

Description:

class CfgSounds {
#include "JTK\suppressors\CfgSounds.CPP"
};

Place the following the init of ammo crate to fill it with unsuppressed versions of all suppressible weapons according to your addons:

_nil = [this] execVM "JTK\suppressors\scripts\WeaponsCrate.sqf"; 

Addon Version:

Changed: The module, now named (JTK) Disable Weapon Suppressors, no longer initializes the script, as the name suggests it is now used to prevent the script from initializing.

New: JTK SF Weapons Box: Includes unsuppressed versions of all suppressible weapons according to your addons.

How to access:

Vanilla:

Requires the following conditions be met:

1. The current weapon the player is using is suppressible.

2. The player is stationary i.e. not moving.

3.The player is pressing the "Left Windows" key.

When the above conditions are met, you will get the option to equip/remove your suppressor via the action wheel. The included demmo mission includes a hint system that will display the status of these conditions and how it works. The intent was to keep the action wheel as clutter free as possible.

ACE

Access via the ACE self-interaction menu, assuming the current weapon is suppressible.

Options/Setup:

Disabling Suppressors:

Place the following in the mission init:

 JTK_Disable_Suppressors = true;

OR..

if using the addon version place a (JTK) Disable Weapon Suppressors module in the editor.

Restricting Suppressors:

You can restrict suppressors to certain units by name or type using the following variables:

JTK_Sniper_Rifle_Suppressors_Restriced_To = "ARRAY";

JTK_Assualt_Rifle_Suppressors_Restriced_To = "ARRAY";

Example:

//Using Unit Type
_snipers =  [
"US_Delta_Force_Marksman_EP1",
"US_Soldier_SniperH_EP1",
"US_Soldier_Sniper_EP1",
"US_Soldier_Sniper_NV_EP1",
"USMC_SoldierS_Sniper",
"USMC_SoldierS_SniperH",
"FR_Marksman"
];
//Or unit name
_snipers = [s1,S2,S4,S5];

then..

Example:

JTK_Sniper_Rifle_Suppressors_Restriced_To _snipers;

NOTE: If the restriction is undefined then none will be applied.

Changelog:

version 1.6

Added: ACR DLC Weapons (NOT Added to Weapons Crate. cgfPatch reference needed).

Fixed: (ACE version) "ACE_AKMS" and "ACE_AKMS_SD".

Fixed: (ACE version) Option would be available while player was in a vehicle.

version 1.5

Changed: (Addon version only) CBA is required

Changed: (Addon version only) Module disables the use of suppressors instead of enabling them.

Added: Script will terminate if it detects player has addon version running.

Added: Bis weapons in ammo crate are added according to DLCs detected.

version 1.4

New: No Addons required!

New: Pistols are now supported

New: Sound effects (Idea courtesy of st-alpha)

New: Script version now requires sound config be defined in Description.

New: Demo mission included for both the addon and script versions.

New: Addon version now requires a (JTK) Suppressors Module be placed on the map.

New: JTK SF Weapons Crate/Script: Includes unsuppressed versions of all suppressible weapons according to your addons.

Added: RH Pistol pack Remake (by Robbert Hammer)

Added: RH SMG pack (by Robbert Hammer)

Added: "ace_akms_sd","ace_ak74m_sd","ace_ak74m_sd_kobra_f","ace_aks74_un"

version 1.2

Added: ACE progress bar (Thx to members of st-alpha)

Added: Mod Version added (signiturs not included. Still trying to figure those out. Once I do, will release separately as its own version.).

Added: UFK Weapons Pack v1.1 (by the UKForces Team)

Added: L119A1 Pack v2.01 (by Lennard)

Added: FHQ Remington Weapon Pack v1.1 (by Alwarren)

version 1.1

Added: Design mastery M4s (by Hogthar & Mlacix)

Added: 10 sec initialization delay. (Prevent conflicts with addons using the ACE self-interaction menu).

Download Here (version 1.6)

http://www.mediafire.com/?2u47zu3y2t8zw2j

Edited by Kempco
Update

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Very cool, I'll definitely check this out.

I really like how you add it through the ACE interaction menu, keeping things tidy :)

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If you anybody has any issues with download let me know. This my first my upload so bear with me. Had issues trying to upload the UNPBO'ed version.

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Kempco

Do you have the slot hard coded that it appears in the interaction menu?

I have Shacktacs Self command and Another interaction menu item added for calling in a medic chopper through ACE revive and when i test in my missions it is not there, but when I use your demo mission it works.

I am thinking I have too many interaction menu items.

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Do you have the slot hard coded that it appears in the interaction menu?

While there are numers associated with the CBA Gui fnc, you cant "hard code" them. Should increase in size to accomidate.

Make sure the weapon you use has a suppressable version. I usually run it with the shaktack, ACE wounds, as well extraction and artillery and Ive never had a problem.

Edited by Kempco

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^ Do you mean including it with the RH packs? Great idea!!

Thanks for this will try it out... looks great and love the ACE interaction!!

Any chance for Six-Updater add?

Edited by SavageCDN

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Any chance you could get this added along with the RH weapons?

That would require approval by Robert Hammer.

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has anybody else noticed that they cannot join peoples groups using shacktac while running this script? if anybody knows how to make it work please let me know or if Kempco, maybe you could take a look at making it compatible. i am a member of st-alpha and we were testing it on our servers and really like it but we cannot give up shacktac for it. great work by the way. it works wonderful besides that little conflict.

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^ Will check it out... I noticed also that it doesnt seem to appear 100% of the time in ACE menu.. I think if the unit starts with a weapon that supports adding a suppressor it has no issues... will test it further.

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Updated to Version 1.1.

Added: Design mastery M4s (by Hogthar & Mlacix)

Added: 10 sec initialization delay. (Prevent conflicts with addons using the ACE self-interaction menu).

Any issues, let me know.

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Could you make it in an addon form? Then we could use it easily on any map.

+1 So that t could be used in SP missions too.

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version 1.2

Added: Mod Version added (signiturs not included. Still trying to figure those out. Once I do, will release separately as its own version.).

Added: UFK Weapons Pack v1.1 (by the UKForces Team)

Added: L119A1 Pack v2.01 (by Lennard)

Added: FHQ Remington Weapon Pack v1.1 (by Alwarren)

version 1.1

Added: Design mastery M4s (by Hogthar & Mlacix)

Added: 10 sec initialization delay. (Prevent conflicts with addons using the ACE self-interaction menu).

Version 1.2 Now available

Edited by Kempco

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Umm how do you use it as a script? -.^

It would of be nice having a written example than going into the mission editor and checking out the test mission...

P.S. Would of be nice to add AKMS-PBS 1 working in this, PBS-1 is silenced AKMS so if there are MK-17's supported why not AKMS? :)

Edited by Sakowski

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hey kempco i have a question i just installed the mod version, now how can i make it kick start on my mission? I try finding the answer but i did not find any documentation on it. Thank you! :D Never mind it i got it.

Edited by Odyseus

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Umm how do you use it as a script? -.^

It would of be nice having a written example than going into the mission editor and checking out the test mission...

P.S. Would of be nice to add AKMS-PBS 1 working in this, PBS-1 is silenced AKMS so if there are MK-17's supported why not AKMS? :)

To include in your mission using the script version place the following in mission init.

execVM "JTK\suppressors\init.sqf";

The AKMS is included, however, you have to be on EAST side to access it. If you were on the east side and still could not use it, then let me know and will see whats going on.

@Foxhound Thanks again.

Edited by Kempco

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Works like a charm with the PBO version.

Thanks

Now can you make it as easy to add and change scopes?:rolleyes:

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Cool!

Will you do the pistols too? Is it even possible?

second that (ACE pistols and RH pistols )

and i would like to add PLEASE ????? to it :P

Edited by supergruntsb78

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