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eggbeast

static and turret weapons improvements: HE and AP ammo, searchlights

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WIP report

We've been developing a little config patch that adds HE and AP ammo to theM249, M240, M2 and M107/AS50.

It also adds a searchlight to the static M2/GPMGs (can't get this to move properly atm)

Picking up on JWC's flashlight weapon mod, we've also added red flashlights to stock SD weapons and white ones to stock ironsight weapons (all using stock script).

it's great - the enemy chase you around with them!

Also adding smoke and flares and BD_chem grenades to the Ka60 and Mk19, and a searchlight to every vehicle turret (including the helicopter doorguns hopefully).

I've contacted BD and if he agrees we'll put a S10 respirator into his gas nade script - already tested privately.

the dingo works with 48 round gas nades - will develop an incapacitating agent to go with this

there's also hollowpoint ammo for the SD weapons, and tweaks to the ammo count for MG's (100rnd = 2 slots, 200 rounds = 3 slots and for larger MG's 600 rounds = 6 slots)

we've also been playing with thermal scanners (like thermal non-zoom binocs which you can walk around using)

more soon - will release work to date (with permissions in place) imminently.

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have just completed also a jerry can mod - that enables you to carry fuel in your pack (as in dayZ - I borrowed the idea from the way rocket made the cursortarget code work - very innovative)

you can take fuel from fuel-carrying vehicles and fuels stations (a la evolution vehicle refueling) and the gas tanks (a la dayZ) and refuel vehicles (a la dayZ) or siphon fuel from vehicles (my invention)

the models are stock, but I made some new icons and scripts/ action icons and i'm waiting on pickle to make a new fill/empty sound (don't want to take from dayZ without permission)

it seems to work great.

am also working on tankbuster's IED disruptor with him (as he's become a GIT) - made a basic test IED detector and a mission to demo the tech. works incredibly well so far.

will develop with him and build all of this into evolution mission

http://forums.bistudio.com/showthread.php?143410-tky-IED-kit&highlight=IED+disruptor

Edited by eggbeast

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EB_pack mod released in alpha here

mod and test mission included

http://www.gitsarma.gamingdeluxe.net/mods/beta/@EB_pack.rar

this mod includes the following features

EB_GL

#########################################
GITS server weapons modifications
#########################################
EB_GL
Grenadelauncher mod which enables all grenadiers to carry customised ammo pouches - essentially 5 grenades in each clip, but with a reload required after each round is fired, for convenience this is done automatically without having to manually select reload.

CREDITS
GITS Blazes Boylan wrote this mod and Eggbeast developed it

#########################################
Grenade launcher mod

we have now added in the following ammo for all UGL and GL weapons

M203 UGL, L17 BAF UGL, SCAR EGLM, M79 and Mk13 GL's

Stock ammo
"1Rnd_HE_M203","FlareWhite_M203","FlareGreen_M203","FlareRed_M203","FlareYellow_M203","1Rnd_Smoke_M203","1Rnd_SmokeRed_M203","1Rnd_SmokeGreen_M203","1Rnd_SmokeYellow_M203"

New ammo
"5Rnd_HE_M203","5Rnd_HEDP_M203","5Rnd_FlareWhite_M203","5Rnd_FlareGreen_M203","5Rnd_FlareRed_M203","5Rnd_FlareYellow_M203","5Rnd_Smoke_M203","5Rnd_SmokeRed_M203","5Rnd_SmokeGreen_M203","5Rnd_SmokeYellow_M203"

Mk32 rotary GL

Stock ammo
"6Rnd_HE_M203","6Rnd_FlareWhite_M203","6Rnd_FlareGreen_M203","6Rnd_FlareRed_M203","6Rnd_FlareYellow_M203","6Rnd_Smoke_M203","6Rnd_SmokeRed_M203","6Rnd_SmokeGreen_M203","6Rnd_SmokeYellow_M203","1Rnd_HE_M203","FlareWhite_M203","FlareGreen_M203","FlareRed_M203","FlareYellow_M203","1Rnd_Smoke_M203","1Rnd_SmokeRed_M203","1Rnd_SmokeGreen_M203","1Rnd_SmokeYellow_M203"

New ammo (pistol slot - increases capacity)
"5Rnd_HE_M203","5Rnd_HEDP_M203","5Rnd_FlareWhite_M203","5Rnd_FlareGreen_M203","5Rnd_FlareRed_M203","5Rnd_FlareYellow_M203","5Rnd_Smoke_M203","5Rnd_SmokeRed_M203","5Rnd_SmokeGreen_M203","5Rnd_SmokeYellow_M203"

GP25 UGL

Stock ammo
"1Rnd_HE_GP25","FlareWhite_GP25","FlareGreen_GP25","FlareRed_GP25","FlareYellow_GP25","1Rnd_SMOKE_GP25","1Rnd_SMOKERED_GP25","1Rnd_SMOKEGREEN_GP25","1Rnd_SMOKEYELLOW_GP25"

New ammo
"5Rnd_HE_GP25","5Rnd_FlareWhite_GP25","5Rnd_FlareGreen_GP25","5Rnd_FlareRed_GP25","5Rnd_FlareYellow_GP25","5Rnd_SMOKE_GP25","5Rnd_SMOKERED_GP25","5Rnd_SMOKEGREEN_GP25","5Rnd_SMOKEYELLOW_GP25"


#####################################
new vehicles added

GITS_Grenades_crate
Ammobox contains sample of weapons and ammo for testing

EB_weapons

#########################################
GITS server clientside weapons modifications
#########################################

CREDITS

Xeno426 "TGW_Thermal" mod showed the way to add thermal andNVG to other weapons.  We then adapted this concept for our own use across a range of weapons 
http://www.armaholic.com/page.php?id=11589

JW Custom "jwc_weapon_flashlight.pbo" mod - once JWC posted his mod we realised we could add flashlights to our weapons - after failingfor ages to add lasers (which require new model tags) thanks mate!
http://www.armaholic.com/page.php?id=18082

#########################################
Replacement weapons and new ammo/items

"GITS_Ammo_crate" - contains all modded weapons/ammo/items for easy trial
#########################################

changes to weapons optics

now has normal, NVG and thermal scope
Binocular_Vector
AKS_74_GOSHAWK
SVD_NSPU_EP1
AKS_74_NSPU
FN_FAL_ANPVS4
SCAR_L_STD_EGLM_TWS
SCAR_H_STD_TWS_SD
BAF_L85A2_RIS_CWS
M107_TWS_EP1

now has thermal and normal scope modes
MetisLauncher
m8_tws
m8_tws_sd
M110_TWS_EP1
BAF_AS50_TWS
M249_TWS_EP1

now has normal and NVG scope
SVD_CAMO
ksvk
VSS_vintorez
MAAWS
SMAW
M40A3
M240_scoped_EP1

#########################################
Added flashlights to many weapons, red ones to SD weapons - which enemy AI also use at night:
M9
M9SD
Colt1911
revolver_EP1
m8_compact
MP5SD
MP5A5
M1014
M4A1
M4A1_Aim
M4A1_Aim_camo
M4A1_AIM_SD_camo
M16A2
m16a4
M4A3_CCO_EP1
M14_EP1
G36C
G36a

Makarov
MakarovSD
UZI_EP1
UZI_SD_EP1
Sa61_EP1
bizon
bizon_silenced
Saiga12K
FN_FAL
AK_47_M
AK_47_S
AK_74
AKS_74_U
AKS_74_kobra
AKS_74_UN_kobra
AK_107_kobra

#########################################
Ammo improvements - replaces stock magazines

M_Javelin_AT
can lock onto laser designator
damage increased with a 25m splash radius
 hit = 800;
 indirectHit = 100;
 indirectHitRange = 25;

M136
increased carrying capacity - rockets take up only 2 slots

M47 Dragon
increased carrying capacity - rockets only take up 4 slots
Javelin style lock (3s locktime)
normal,thermal and NVG optics
more splash damage (10m radius)

Mine
increased radius of damage to 3m and indirect damage from 50 to 1100
 hit = 1200;
 indirectHit = 1100;
 indirectHitRange = 3;

MineE
Renamed Thermobaric Mine
increased radius significantly (from 2m to 20m) and splash damage from 20 to 500
 hit = 1600;
 indirectHit = 500;
 indirectHitRange = 20;

//bullet upgrades - replaces bullets in stock magazines

MP5SD ammo
B_9x19_SDSF
occupies pistol slot
increased damage from 5 to 12

G36SD ammo
B_556x45_SD
increased damage from 7 to 12
80 round drum

M9SD ammo
B_9x19_SD
increased damage from 5 to 10

AKSD
B_545x39_SD
increased damage from 7 to 10

makarov SD ammo
B_9x18_SD
increased damage from 5 to 12

M24/M40a3 ammo
B_762x51_noTracer
improved bullet damage from 12 to 18

Bizon
B_9x18_Ball
increased damage from 6 to 9

Bizon_SD
B_9x18_SD
increased damage from 6 to 12

#####################################
New ammo additions

M107 series (including AS50)
added new ammo for it
"EB_10Rnd_127x99_m107_HE"
"EB_10Rnd_127x99_m107_AP"

Added new ammo for all MG's - M2, M240, Mk43 (M60), Mk48 and M249/SAW: HEI and AP variants
100 roundboxes occupy 2 ammo slots
200 round boxes occupy 3 ammo slots
600 round ammo boxes occupy 6 ammo slots (M240/Mk43/M60 only)

SAWs now occupy only primary weapon slot
SAW ammo (for all STANAG SAW class weapons)
"EB_200Rnd_556x45_M249_I"
"EB_200Rnd_556x45_M249_AP"

New ammo for all GPMG class personal weapons (M60/Mk43, Mk48, M240, BAF GPMG)
"EB_200Rnd_762x51_M240"
"EB_200Rnd_762x51_M240_I"
"EB_200Rnd_762x51_M240_AP"

New ammo for all GPMG class less portable weapons (M60/Mk43, 
M240, BAF GPMG)
EB_600Rnd_762x51_M240

#####################################
MG Turret improvements

Searchlight (facing forward of tripod) added to all MG turrets (press L to activate)
250/500/1000 round boxes for M2 .50cal turrets
250/500 round boxes for GPMG/M240 turrets
Added breakdown to backpack function for Arma2 MG turrets

Magazines
"100Rnd_127x99_M2"
"250Rnd_127x99_M3P"
New Magazines
"EB_250Rnd_127x99_M2"
"EB_500Rnd_127x99_M2"
"EB_1000Rnd_127x99_M2"
"EB_250Rnd_127x99_M2HE"
"EB_500Rnd_127x99_M2HE"
"EB_1000Rnd_127x99_M2HE"
"EB_250Rnd_127x99_M2AP"
"EB_500Rnd_127x99_M2AP"
"EB_1000Rnd_127x99_M2AP"

#####################################
new items added - work in progress

EB_TIGoggles
Thermal imaging goggles 

EB_TIscanner
thermal scanner for close range night ops

EB_resources

#########################################
GITS server modifications
#########################################
EB_resources

Allows you to 
refuel empty or depleted fuel vehicles, 
siphon fuel from empty vehicles, and 
refill fuelcans and carry them around/ store them in vehicles

Test mission included has scripts and sounds and init values required for the mod to function.

CREDITS

Rocket - for the inspiration and ideas in the execution of his cursortarget based action menu, and for the refueling of vehicles by hand in the DayZ mod
http://dayzmod.com/
We redeveloped this approach for vanilla arma2, but credit for the original concept design and some of the code layout concepts belong to Rocket.


#####################################
new items added

//Magazines
2 types of gas can take up 3 ammo slots each

EB_ItemFuelcanE
Empty gas can

EB_ItemFuelcan
Full gascan containing 20L of fuel

//Weapons
Toolbelt item

EB_ItemSiphon
When you have this item you can siphon gas from a car/truck

//vehicles

GITS_Fuel_dump
This is an ammo box containing empty and full fuel cans and 5 siphons.  It looks like a normal model (4x blue fuel barrels) but acts like an ammo crate.

Additionally the model mission places randomly fuel cans into cars and trucks listed in your mission.sqm

have privately ported BD's gas grenades into Ka60 and dingo, Mk19 and jackal with working S10 gas mask feature - just trying to reach him to be able to release it.

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ok gas mod released (with BD KS permission) - all in this mod

http://www.gitsarma.gamingdeluxe.net/mods/EB%20pack.rar

this mod features the weapons/refueling listed above plus:

commando knife function for spy - needs building into your mission

and BD_gas weapons with readme as follows

#########################################
GITS server weapons modifications
#########################################
EB_GL_BDgas

This is a REPLACEMENT for EB_GL (released with BD_KS kind agreement). Remove EB_GL and replace it with this in your @EB_pack mod.

Grenadelauncher mod which enables all grenadiers to carry customised ammo pouches - essentially 5 grenades in each clip, but with a reload required after each round is fired, for convenience this is done automatically without having to manually select reload.

Additionally incorporated BD_40mm mod buckshot and gas grenade rounds (1 and 5 round variants for M203/GP25 and added 6 round variant for Mk32 rotary GL).

Added S10 respirator to protect player grom gas effects.

Piloting gas munitions on helicopters (Ka60) and vehicles (Dingo)

CREDITS
EB_GL: GITS Blazes Boylan wrote this mod and Eggbeast developed it with 5 round grenade pouches for all UGLs

"BD_40mm" mod by Big Dawg KS
This mod was conflicting with our own 5 round EB_GL mod so we have incorporated both together here.  
BD_40mm mod is superb and full credit goes to BD for all his hard work on it.
http://www.armaholic.com/page.php?id=13060

DEVELOPMENTS
We are working on 
S10 Gas mask - trial version included here
Vehicle-mounted gas grenades for ACR Dingo, PMC Ka60, static BAF GMG and Mk19 AGS - trial version included here
An incapacitating agent based on BD's gas grenade concept

#########################################
Grenade launcher mod

we have now added in the following ammo for all UGL and GL weapons

M203 UGL, L17 BAF UGL, SCAR EGLM, M79 and Mk13 GL's

Stock ammo
"1Rnd_HE_M203","FlareWhite_M203","FlareGreen_M203","FlareRed_M203","FlareYellow_M203","1Rnd_Smoke_M203","1Rnd_SmokeRed_M203","1Rnd_SmokeGreen_M203","1Rnd_SmokeYellow_M203"

New ammo
"5Rnd_HE_M203","5Rnd_HEDP_M203","5Rnd_FlareWhite_M203","5Rnd_FlareGreen_M203","5Rnd_FlareRed_M203","5Rnd_FlareYellow_M203","5Rnd_Smoke_M203","5Rnd_SmokeRed_M203","5Rnd_SmokeGreen_M203","5Rnd_SmokeYellow_M203"

New Gas and Buckshot magazines
"BD_1Rnd_Buckshot_M203
"5Rnd_Buckshot_M203"

"BD_1Rnd_Chem_M203"
"5Rnd_Chem_M203"

Mk32 rotary GL

Stock ammo
"6Rnd_HE_M203","6Rnd_FlareWhite_M203","6Rnd_FlareGreen_M203","6Rnd_FlareRed_M203","6Rnd_FlareYellow_M203","6Rnd_Smoke_M203","6Rnd_SmokeRed_M203","6Rnd_SmokeGreen_M203","6Rnd_SmokeYellow_M203","1Rnd_HE_M203","FlareWhite_M203","FlareGreen_M203","FlareRed_M203","FlareYellow_M203","1Rnd_Smoke_M203","1Rnd_SmokeRed_M203","1Rnd_SmokeGreen_M203","1Rnd_SmokeYellow_M203"

New ammo (pistol slot - increases capacity)
"5Rnd_HE_M203","5Rnd_HEDP_M203","5Rnd_FlareWhite_M203","5Rnd_FlareGreen_M203","5Rnd_FlareRed_M203","5Rnd_FlareYellow_M203","5Rnd_Smoke_M203","5Rnd_SmokeRed_M203","5Rnd_SmokeGreen_M203","5Rnd_SmokeYellow_M203"

New Gas and Buckshot magazines
"BD_6Rnd_Buckshot_M203"
"BD_1Rnd_Buckshot_M203"
"5Rnd_Buckshot_M203"

"BD_6Rnd_Chem_M203"
"BD_1Rnd_Chem_M203"
"5Rnd_Chem_M203"

GP25 UGL (on AK weapon range)

Stock ammo
"1Rnd_HE_GP25","FlareWhite_GP25","FlareGreen_GP25","FlareRed_GP25","FlareYellow_GP25","1Rnd_SMOKE_GP25","1Rnd_SMOKERED_GP25","1Rnd_SMOKEGREEN_GP25","1Rnd_SMOKEYELLOW_GP25"

New ammo
"5Rnd_HE_GP25","5Rnd_FlareWhite_GP25","5Rnd_FlareGreen_GP25","5Rnd_FlareRed_GP25","5Rnd_FlareYellow_GP25","5Rnd_SMOKE_GP25","5Rnd_SMOKERED_GP25","5Rnd_SMOKEGREEN_GP25","5Rnd_SMOKEYELLOW_GP25"

New Gas and Buckshot magazines
"1Rnd_Buckshot_GP25"
"5Rnd_Buckshot_GP25"

"1Rnd_Chem_GP25"
"5Rnd_Chem_GP25"

#####################################
new weapons added

EB_S10
respirator for use with gas grenades - doesn't yet have a model but works in scripts!

#####################################
new sounds added


The mod has these sounds built into the pbo - they are played by gas-affected players/AI - you DO NOT need to put them into your mission - just provided here for reference

sounds[] = {choke01,choke02,choke03,choke04,choke05,choke06,choke07,choke08,dry_heave,dry_heave3,dry_heave4,puke_1,puke_2,puke_splash};
class choke01
{
	name = "choke01";
	sound[] = {"Sound\gas_sound\choke01.ogg", db - 2, 1.0};
	titles[] = {};
};	
class choke02
{
	name = "choke02";
	sound[] = {"Sound\gas_sound\choke02.ogg", db - 2, 1.0};
	titles[] = {};
};	
class choke03
{
	name = "choke03";
	sound[] = {"Sound\gas_sound\choke03.ogg", db - 2, 1.0};
	titles[] = {};
};	
class choke04
{
	name = "choke04";
	sound[] = {"Sound\gas_sound\choke04.ogg", db - 2, 1.0};
	titles[] = {};
};	
class choke05
{
	name = "choke05";
	sound[] = {"Sound\gas_sound\choke05.ogg", db - 2, 1.0};
	titles[] = {};
};	
class choke06
{
	name = "choke06";
	sound[] = {"Sound\gas_sound\choke06.ogg", db - 2, 1.0};
	titles[] = {};
};	
class choke07
{
	name = "choke07";
	sound[] = {"Sound\gas_sound\choke07.ogg", db - 2, 1.0};
	titles[] = {};
};	
class choke08
{
	name = "choke08";
	sound[] = {"Sound\gas_sound\choke08.ogg", db - 2, 1.0};
	titles[] = {};
};	
class dry_heave
{
	name = "dry_heave";
	sound[] = {"Sound\gas_sound\dry_heave.ogg", db - 2, 1.0};
	titles[] = {};
};	
class dry_heave3
{
	name = "dry_heave3";
	sound[] = {"Sound\gas_sound\dry_heave3.ogg", db - 2, 1.0};
	titles[] = {};
};	
class dry_heave4
{
	name = "dry_heave4";
	sound[] = {"Sound\gas_sound\dry_heave4.ogg", db - 2, 1.0};
	titles[] = {};
};	
class puke_1
{
	name = "puke_1";
	sound[] = {"Sound\gas_sound\puke_1.ogg", db - 2, 1.0};
	titles[] = {};
};	
class puke_2
{
	name = "puke_2";
	sound[] = {"Sound\gas_sound\puke_2.ogg", db - 2, 1.0};
	titles[] = {};
};	
class puke_splash
{
	name = "puke_splash";
	sound[] = {"Sound\gas_sound\puke_splash.ogg", db - 2, 1.0};
	titles[] = {};
};	

#####################################
new vehicles added

GITS_Gas_crate
Ammobox contains sample of weapons and ammo for testing

Test mission included

To add the magazines to your chosen GL based vehicle unit you can use this system:
NB: the M240 ammo is from EB_weapons mod
http://forums.bistudio.com/showthread.php?143142-static-and-turret-weapons-improvements-HE-and-AP-ammo-searchlights

examples from the mission.sqm

	class Item41
	{
		position[]={3646.7935,6.002491,2234.823};
		azimut=5;
		id=46;
		side="EMPTY";
		vehicle="BTR90";
		skill=0.60000002;
		init="this addMagazineTurret [""EB_400Rnd_30mm_Chem_AGS17"",[0]];";
	};
	class Item42
	{
		position[]={3633.0173,6.2510157,2241.5569};
		azimut=5;
		id=47;
		side="EMPTY";
		vehicle="Dingo_GL_DST_ACR";
		skill=0.60000002;
		init="this addMagazineTurret [""EB_48Rnd_40mm_Chem_MK19"",[0]]";
	};
	class Item43
	{
		position[]={3636.5698,6.0520768,2238.4001};
		azimut=5;
		id=48;
		side="EMPTY";
		vehicle="BAF_Jackal2_GMG_W";
		skill=0.60000002;
		init="this addMagazineTurret [""EB_48Rnd_40mm_Chem_MK19"",[1]];this addMagazineTurret [""EB_600Rnd_762x51_M240"",[0]];this addMagazineTurret [""EB_200Rnd_762x51_M240_I"",[0]];;this addMagazineTurret [""EB_200Rnd_762x51_M240_AP"",[0]];";
	};
	class Item44
	{
		position[]={3642.0979,6,2237.709};
		azimut=5;
		id=49;
		side="EMPTY";
		vehicle="Dingo_GL_Wdl_ACR";
		skill=0.60000002;
		init="this addMagazineTurret [""EB_48Rnd_40mm_Chem_MK19"",[0]]";
	};
	class Item46
	{
		position[]={3613.2358,6.2217202,2152.1208};
		azimut=5;
		id=51;
		side="EMPTY";
		vehicle="Ka60_GL_PMC";
		skill=0.60000002;
		init="this addMagazineTurret [""EB_48Rnd_40mm_Chem_MK19_heli"",[0]];this addMagazineTurret [""EB_48Rnd_40mm_MK19_heli"",[0]];";
	};

in the editor just click the init line box of your vehicle
and put in (note the single quotes here)

for BTR90
this addMagazineTurret ["EB_400Rnd_30mm_Chem_AGS17",[0]];

or for Dingo
this addMagazineTurret ["EB_48Rnd_40mm_Chem_MK19",[0]]

or for KA60_GL_PMC chopper

this addMagazineTurret ["EB_48Rnd_40mm_Chem_MK19_heli",[0]];this addMagazineTurret ["EB_48Rnd_40mm_MK19_heli",[0]];

good luck!

#####################################
BUGS

Currently the gas does NOT work in MP on AI - this we are fixing - it's a locality issue
It works fine if you host a server and play on it.

---------- Post added at 04:36 PM ---------- Previous post was at 04:30 PM ----------

230px-S10mask.png

we need a model for the S 10 respirator now - any budding modelers out there keen?

http://en.wikipedia.org/wiki/S10_NBC_Respirator

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added EB_backpacks

derived the idea from hcpookie's excellent A2backpacks mod

and used in our Evolution missions with a range of scripts provided by the community which we have modified to suit the mission below

#########################################
GITS server modifications
#########################################
EB_backpacks

Upgrades all soldiers (including Arma 2, OA and DLC units)

All units (except medics/light units) can:
carry backpacks

All Engineers, Demolition Specialists and Saboteurs can: 
deactivate mines
repair vehicles
carry backpacks

CREDITS

HCpookie - for the inspiration and ideas 
http://forums.bistudio.com/showthread.php?122499-Backpacks-for-A2-Units
http://www.armaholic.com/page.php?id=14823

We redeveloped this approach with a new format of backpacks - graded sizes that can be allowed for each rank (from 12 to 24 increasing in increments of 2 slots) - and extended it to include the OA engineer function for A2 units and the DLC units in OA (stock engineers cannot carry backpacks)

#####################################
Usage

In our Evolution missions - see backpacks.sqf for how to incorporate ranked backpacks selectable from a backpackheap

#####################################
Backpack list 

original backpack types

USBasicBag 			?
US_Assault_Pack_EP1 		8
US_Patrol_Pack_EP1 		8
US_Backpack_AmmoMG_EP1 	?
US_Backpack_EP1 			12
US_Backpack_Specops_EP1 	12

BAF_AssaultPack_FAC 		13
BAF_AssaultPack_special 	13

DE_Backpack_Specops_EP1 	14

CZ_VestPouch_EP1 		6
CZ_Backpack_EP1 			14

TK_Assault_Pack_EP1 		8
TK_ALICE_Pack_EP1 		12

PRACS_M_MED_BP 			4
PRACS_M_RTO_BP 			6
PRACS_RTO_BP 			6
PRACS_F_CBK_BP 			6
PRACS_F_RTO_BP 			6 
PRACS_CSAR_CBK_BP 		6
PRACS_M_BP 			14
PRACS_M_ENG_BP 			20
PRACS_MED_BP 			20
PRACS_ENG_BP 			20
PRACS_F_MED_BP 			20
PRACS_R_ENG_BP 			20
PRACS_SNG_BP 			20

new EB_backpacks backpack types
Dec 2012

US_Assault_Pack_EP1 			8
US_Assault_Pack_Ammo_EP1 		10
US_Assault_Pack_AmmoSAW_EP1 	12
US_Assault_Pack_AT_EP1 		12
US_Assault_Pack_Explosives_EP1 	12
US_Patrol_Pack_EP1 			14
US_Patrol_Pack_Ammo_EP1 		16
US_Patrol_Pack_Specops_EP1 	18
US_Backpack_EP1				18	1
US_Backpack_AmmoMG_EP1		20	1
US_Backpack_AT_EP1			22	1
US_Backpack_Specops_EP1		24	1
DE_Backpack_Specops_EP1		24	2

TK_Assault_Pack_EP1			8
TKA_Assault_Pack_Ammo_EP1		10
TK_Assault_Pack_RPK_EP1		12
TK_RPG_Backpack_EP1			14
TK_ALICE_Pack_EP1			16	1
TK_ALICE_Pack_Explosives_EP1	18	1
TK_ALICE_Pack_AmmoMG_EP1		20	1
TKA_ALICE_Pack_Ammo_EP1		22	1
TKG_ALICE_Pack_AmmoAK47_EP1	24	1

BAF_AssaultPack_RifleAmmo		10	1
BAF_AssaultPack_ARAmmo		12	1
BAF_AssaultPack_MGAmmo		14	1
BAF_AssaultPack_ATAmmo		16	1
BAF_AssaultPack_HATAmmo		18	1
BAF_AssaultPack_HAAAmmo		20	1
BAF_AssaultPack_LRRAmmo		22	1
BAF_AssaultPack_FAC			24	1
BAF_AssaultPack_Special		24	2

CZ_VestPouch_EP1			8
CZ_VestPouch_Sa58_EP1			10
CZ_VestPouch_M4_EP1			12
CZ_Assault_Pack_ACR			14
CZ_Assault_Pack_Explosives_ACR	16
CZ_Assault_Pack_MG_ACR		18
CZ_Backpack_RPG_ACR			18	1
CZ_Backpack_EP1				20	1
CZ_Backpack_Ammo_EP1			22	1
CZ_Backpack_AmmoMG_EP1		24	1
CZ_Backpack_Specops_EP1		24	2

NB: second number is transportmaxweapons

EGG_EVO_packtypesUS = ["US_Assault_Pack_Explosives_EP1","US_Patrol_Pack_EP1","US_Patrol_Pack_Ammo_EP1","US_Backpack_EP1","US_Backpack_AmmoMG_EP1","US_Backpack_AT_EP1","DE_Backpack_Specops_EP1"];
EGG_EVO_packtypesTK = ["TK_Assault_Pack_RPK_EP1","TK_RPG_Backpack_EP1","TK_ALICE_Pack_EP1","TK_ALICE_Pack_Explosives_EP1","TK_ALICE_Pack_AmmoMG_EP1","TKA_ALICE_Pack_Ammo_EP1","TKG_ALICE_Pack_AmmoAK47_EP1"];
EGG_EVO_packtypesBAF = ["BAF_AssaultPack_ARAmmo","BAF_AssaultPack_MGAmmo","BAF_AssaultPack_ATAmmo","BAF_AssaultPack_HATAmmo","BAF_AssaultPack_HAAAmmo","BAF_AssaultPack_LRRAmmo","BAF_AssaultPack_Special"];
EGG_EVO_packtypesCZ = ["CZ_VestPouch_M4_EP1","CZ_Assault_Pack_ACR","CZ_Assault_Pack_Explosives_ACR","CZ_Assault_Pack_MG_ACR","CZ_Backpack_EP1","CZ_Backpack_Ammo_EP1","CZ_Backpack_Specops_EP1"];
EGG_EVO_packtypesRACS = ["PRACS_F_RTO_BP","US_Assault_Pack_Ammo_EP1","PRACS_M_BP","TK_ALICE_Pack_EP1","TK_ALICE_Pack_Explosives_EP1","PRACS_R_ENG_BP","DE_Backpack_Specops_EP1"];
*/

we us this with the following code:

in mission.sqm

//vehicles
	class Item151
	{
		position[]={5705.7681,7,9781.0039};
		azimut=210;
		id=209;
		side="EMPTY";
		vehicle="Misc_Backpackheap_EP1";
		skill=0.60000002;
		text="Backpacks";
		init="this allowDamage false";
	};
//sensors
	class Item34
	{
		position[]={7367.2036,6.9900022,-202.3208};
		repeating=1;
		interruptable=1;
		age="UNKNOWN";
		text="LoadoutRecorder";
		expCond="animationState player == ""amovpercmstpslowwrfldnon_gear"" or animationState player == ""amovpercmstpsraswrfldnon_gear""";
		expActiv="hint""Weapons Saved"";";
		expDesactiv="loadrec=[] execVM ""data\scripts\loadoutrecorder.sqf""";
		class Effects
		{
		};
	};

	class Item60
	{
		position[]={7158.0337,6.9900022,-566.87988};
		a=0;
		b=0;
		repeating=1;
		age="UNKNOWN";
		text="Backpack Action";
		expCond="Player distance Backpacks < 2 ";
		expActiv="Backpackmenu = Player addAction [(""<t color='#FF4040'>"" + ""Open Backpack Menu"" + ""</t>""),""data\scripts\BPmenu.sqf""];";
		expDesactiv="Player removeAction Backpackmenu;Player removeAction packID0; Player removeAction packID1; Player removeAction packID2; Player removeAction packID3; Player removeAction packID4; Player removeAction packID5; Player removeAction packID6; Player removeAction packID7; Player removeAction packID8; player removeAction packID9; player removeAction packID10; player removeAction packID11; player removeAction packID12; player removeAction packID13; player removeAction packID14; player removeAction packID15; player removeAction packID16; player removeAction packID17; player removeAction packID18; player removeAction packID19; player removeAction packID20; player removeAction packID21";
		class Effects
		{
		};
	};

init.sqf

//types of pack for each rank called in backpacks.sqf - makes use of EB_characters which resizes bags from 12 to 24 in 2 slot increments

EGG_EVO_packtypesUS = ["US_Assault_Pack_Explosives_EP1","US_Patrol_Pack_EP1","US_Patrol_Pack_Ammo_EP1","US_Backpack_EP1","US_Backpack_AmmoMG_EP1","US_Backpack_AT_EP1","DE_Backpack_Specops_EP1"];
EGG_EVO_packtypesTK = ["TK_Assault_Pack_RPK_EP1","TK_RPG_Backpack_EP1","TK_ALICE_Pack_EP1","TK_ALICE_Pack_Explosives_EP1","TK_ALICE_Pack_AmmoMG_EP1","TKA_ALICE_Pack_Ammo_EP1","TKG_ALICE_Pack_AmmoAK47_EP1"];
EGG_EVO_packtypesBAF = ["BAF_AssaultPack_ARAmmo","BAF_AssaultPack_MGAmmo","BAF_AssaultPack_ATAmmo","BAF_AssaultPack_HATAmmo","BAF_AssaultPack_HAAAmmo","BAF_AssaultPack_LRRAmmo","BAF_AssaultPack_Special"];
EGG_EVO_packtypesCZ = ["CZ_VestPouch_M4_EP1","CZ_Assault_Pack_ACR","CZ_Assault_Pack_Explosives_ACR","CZ_Assault_Pack_MG_ACR","CZ_Backpack_EP1","CZ_Backpack_Ammo_EP1","CZ_Backpack_Specops_EP1"];
EGG_EVO_packtypesRACS = ["PRACS_F_RTO_BP","US_Assault_Pack_Ammo_EP1","PRACS_M_BP","TK_ALICE_Pack_EP1","TK_ALICE_Pack_Explosives_EP1","PRACS_R_ENG_BP","DE_Backpack_Specops_EP1"];

//set this depending on your playertypes
EGG_EVO_packtypes = EGG_EVO_packtypesBAF;

data/scripts/bpmenu.sqf

//packID0 = player addAction [("<t color='#FFB90F'>" + "Close Backpack Menu" + "</t>"),"data\scripts\backpacks.sqf",0];
packID1 = player addAction [("<t color='#FFB90F'>" + "Empty Pack" + "</t>"),"data\scripts\backpacks.sqf",1];
packID2 = player addAction [("<t color='#4169e1'>" + "5.56 CQC Pack" + "</t>"),"data\scripts\backpacks.sqf",2];
packID3 = player addAction [("<t color='#4169e1'>" + "7.62 CQC Pack" + "</t>"),"data\scripts\backpacks.sqf",3];
packID4 = player addAction [("<t color='#4169e1'>" + "Grenadier Pack" + "</t>"),"data\scripts\backpacks.sqf",4];
packID5 = player addAction [("<t color='#4169e1'>" + "Stealth MP5 pack" + "</t>"),"data\scripts\backpacks.sqf",5];
packID6 = player addAction [("<t color='#FFB90F'>" + "ENG Satchels" + "</t>"),"data\scripts\backpacks.sqf",6];
packID7 = player addAction [("<t color='#FFB90F'>" + "ENG Mines" + "</t>"),"data\scripts\backpacks.sqf",7];
packID8 = player addAction [("<t color='#FF7F00'>" + "AT M136" + "</t>"),"data\scripts\backpacks.sqf",8];
packID9 = player addAction [("<t color='#FF7F00'>" + "AT SMAW" + "</t>"),"data\scripts\backpacks.sqf",9];
packID10 = player addAction [("<t color='#FF7F00'>" + "AT MAAWS" + "</t>"),"data\scripts\backpacks.sqf",10];
packID11 = player addAction [("<t color='#FFB90F'>" + "AT NLAW" + "</t>"),"data\scripts\backpacks.sqf",11];
packID12 = player addAction [("<t color='#FFB90F'>" + "AT Javelin" + "</t>"),"data\scripts\backpacks.sqf",12];
packID13 = player addAction [("<t color='#FFB90F'>" + "AT Dragon" + "</t>"),"data\scripts\backpacks.sqf",13];
packID14 = player addAction [("<t color='#4169e1'>" + "Marksman DMR Pack" + "</t>"),"data\scripts\backpacks.sqf",14];
packID15 = player addAction [("<t color='#4169e1'>" + "Sniper M24 Pack" + "</t>"),"data\scripts\backpacks.sqf",15];
packID16 = player addAction [("<t color='#4169e1'>" + "Marksman M110 Pack" + "</t>"),"data\scripts\backpacks.sqf",16];
packID17 = player addAction [("<t color='#4169e1'>" + "Sniper LRR Pack" + "</t>"),"data\scripts\backpacks.sqf",17];
packID18 = player addAction [("<t color='#FFB90F'>" + "AA Stinger Pack" + "</t>"),"data\scripts\backpacks.sqf",18];
packID19 = player addAction [("<t color='#4169e1'>" + "Sniper M107/AS50 Pack" + "</t>"),"data\scripts\backpacks.sqf",19];
packID20 = player addAction [("<t color='#FFB90F'>" + "MG M240 Pack" + "</t>"),"data\scripts\backpacks.sqf",20];
packID21 = player addAction [("<t color='#FFB90F'>" + "MG SAW Pack" + "</t>"),"data\scripts\backpacks.sqf",21];
Player removeAction Backpackmenu; 

data/scripts/backpacks.sqf

_packtype = "";
removeBackpack player;
_rucktype = _this select 3;

switch (rank player) do
{

//relies on init EGG_EVO_packtypes is set depending on playertype

 case "PRIVATE":
{
	_packtype = EGG_EVO_packtypes select 0;
};
 case "CORPORAL":
{
	_packtype = EGG_EVO_packtypes select 1;
};
 case "SERGEANT":
{
	_packtype = EGG_EVO_packtypes select 2;
};
 case "LIEUTENANT":
{
	_packtype = EGG_EVO_packtypes select 3;
};
 case "CAPTAIN":
{
	_packtype = EGG_EVO_packtypes select 4;
};
 case "MAJOR":
{
	_packtype = EGG_EVO_packtypes select 5;
};
 case "COLONEL":
{
	_packtype = EGG_EVO_packtypes select 6;
};
 case "default":
{
	_packtype = EGG_EVO_packtypes select 0;
};
};

player addBackpack _packtype;

switch (_rucktype) do 
{
case 0:
{
	player removeAction closepackmenu;
	Player removeAction packID0;
	Player removeAction packID1;
	Player removeAction packID2;
	Player removeAction packID3;
	Player removeAction packID4;
	Player removeAction packID5;
	Player removeAction packID6;
	Player removeAction packID7;
	Player removeAction packID8;
	player removeAction packID9;
	player removeAction packID10;
	player removeAction packID11;
	player removeAction packID12;
	player removeAction packID13;
	player removeAction packID14;
	player removeAction packID15;
	player removeAction packID16;
	player removeAction packID17;
	player removeAction packID18;
	player removeAction packID19;
	player removeAction packID20;
	player removeAction packID21;
};

case 1: 
//empty medic pack
{
	_mypack = unitBackpack player;
	clearMagazineCargoGlobal _mypack;
	clearWeaponCargoGlobal _mypack;
	_mypack addMagazineCargoGlobal ["pipebomb",1];
	_mypack addMagazineCargoGlobal ["Laserbatteries",1];
	_mypack addMagazineCargoGlobal ["HandGrenade_West",1];
};
case 2:
//mg36 mixed
{
	_mypack = unitBackpack player;
	clearMagazineCargoGlobal _mypack;
	clearWeaponCargoGlobal _mypack;
	_mypack addMagazineCargoGlobal ["100Rnd_556x45_BetaCMag",2];
	_mypack addMagazineCargoGlobal ["HandGrenade_West",2];
	_mypack addMagazineCargoGlobal ["mine",1];
	_mypack addMagazineCargoGlobal ["pipebomb",1];
	_mypack addMagazineCargoGlobal ["M136",1];
};
case 3:
//Mk17 CQC
{
	_mypack = unitBackpack player;
	clearMagazineCargoGlobal _mypack;
	clearWeaponCargoGlobal _mypack;
	_mypack addMagazineCargoGlobal ["20Rnd_762x51_B_SCAR",4];
	_mypack addMagazineCargoGlobal ["HandGrenade_West",4];
	_mypack addMagazineCargoGlobal ["pipebomb",1];
	_mypack addMagazineCargoGlobal ["M136",1];
};
case 4:
//grenadier
{
	_mypack = unitBackpack player;
	clearMagazineCargoGlobal _mypack;
	clearWeaponCargoGlobal _mypack;
	_mypack addMagazineCargoGlobal ["100Rnd_556x45_BetaCMag",1];
	_mypack addMagazineCargoGlobal ["pipebomb",1];
	_mypack addMagazineCargoGlobal ["M136",1];
	if (gitsnades == 1) then {_mypack addMagazineCargoGlobal ["5Rnd_HE_M203",6]} else { _mypack addMagazineCargoGlobal ["1Rnd_HE_M203",6]};
};
case 5:
//Stealth MP5
{
	_mypack = unitBackpack player;
	clearMagazineCargoGlobal _mypack;
	clearWeaponCargoGlobal _mypack;
	_mypack addMagazineCargoGlobal ["30Rnd_9x19_MP5SD",5];
	_mypack addMagazineCargoGlobal ["HandGrenade_West",3];
	_mypack addMagazineCargoGlobal ["pipebomb",1];
	_mypack addMagazineCargoGlobal ["M136",1];
};
case 6: 
//eng satchel
{
	_mypack = unitBackpack player;
	clearMagazineCargoGlobal _mypack;
	clearWeaponCargoGlobal _mypack;
	_mypack addMagazineCargoGlobal ["100Rnd_556x45_BetaCMag",1];
	_mypack addMagazineCargoGlobal ["HandGrenade_West",2];
	_mypack addMagazineCargoGlobal ["pipebomb",3];
	_mypack addMagazineCargoGlobal ["mine",1];
};
case 7:
//eng mines
{
	_mypack = unitBackpack player;
	clearMagazineCargoGlobal _mypack;
	clearWeaponCargoGlobal _mypack;
	_mypack addMagazineCargoGlobal ["100Rnd_556x45_BetaCMag",1];
	_mypack addMagazineCargoGlobal ["HandGrenade_West",2];
	_mypack addMagazineCargoGlobal ["mine",3];
	_mypack addMagazineCargoGlobal ["pipebomb",1];
};
case 8:
//AT m136
{
	_mypack = unitBackpack player;
	clearMagazineCargoGlobal _mypack;
	clearWeaponCargoGlobal _mypack;
	_mypack addMagazineCargoGlobal ["100Rnd_556x45_BetaCMag",1];
	_mypack addMagazineCargoGlobal ["HandGrenade_West",2];
	_mypack addMagazineCargoGlobal ["pipebomb",1];
	_mypack addMagazineCargoGlobal ["M136",3];
};
case 9:
//AT smaw
{
	_mypack = unitBackpack player;
	clearMagazineCargoGlobal _mypack;
	clearWeaponCargoGlobal _mypack;
	_mypack addMagazineCargoGlobal ["100Rnd_556x45_BetaCMag",1];
	_mypack addMagazineCargoGlobal ["HandGrenade_West",2];
	_mypack addMagazineCargoGlobal ["pipebomb",1];
	_mypack addMagazineCargoGlobal ["SMAW_HEAA",3];
};
case 10:
//AT MAAWS
{
	_mypack = unitBackpack player;
	clearMagazineCargoGlobal _mypack;
	clearWeaponCargoGlobal _mypack;
	_mypack addMagazineCargoGlobal ["100Rnd_556x45_BetaCMag",1];
	_mypack addMagazineCargoGlobal ["HandGrenade_West",1];
	_mypack addMagazineCargoGlobal ["pipebomb",1];
	_mypack addMagazineCargoGlobal ["MAAWS_HEAT",2];
};
case 11:
//AT NLAW
{
	_mypack = unitBackpack player;
	clearMagazineCargoGlobal _mypack;
	clearWeaponCargoGlobal _mypack;
	_mypack addMagazineCargoGlobal ["HandGrenade_West",1];
	_mypack addMagazineCargoGlobal ["NLAW",3];
	_mypack addMagazineCargoGlobal ["pipebomb",1];
};
case 12:
//AT Jav
{
	_mypack = unitBackpack player;
	clearMagazineCargoGlobal _mypack;
	clearWeaponCargoGlobal _mypack;
	_mypack addMagazineCargoGlobal ["JAVELIN",2];
};
case 13:
//AT Dragon
{
	_mypack = unitBackpack player;
	clearMagazineCargoGlobal _mypack;
	clearWeaponCargoGlobal _mypack;
	_mypack addMagazineCargoGlobal ["100Rnd_556x45_BetaCMag",1];
	_mypack addMagazineCargoGlobal ["Dragon_EP1",2];
	_mypack addMagazineCargoGlobal ["pipebomb",1];
};
case 14:
//sniper DMR
{
	_mypack = unitBackpack player;
	clearMagazineCargoGlobal _mypack;
	clearWeaponCargoGlobal _mypack;
	_mypack addMagazineCargoGlobal ["20Rnd_762x51_DMR",6];
	_mypack addMagazineCargoGlobal ["HandGrenade_West",2];
	_mypack addMagazineCargoGlobal ["mine",1];
	_mypack addMagazineCargoGlobal ["pipebomb",1];
};
case 15:
//sniper M24
{
	_mypack = unitBackpack player;
	clearMagazineCargoGlobal _mypack;
	clearWeaponCargoGlobal _mypack;
	_mypack addMagazineCargoGlobal ["5Rnd_762x51_M24",8];
	_mypack addMagazineCargoGlobal ["HandGrenade_West",2];
	_mypack addMagazineCargoGlobal ["pipebomb",1];
};
case 16:
//sniper M110
{
	_mypack = unitBackpack player;
	clearMagazineCargoGlobal _mypack;
	clearWeaponCargoGlobal _mypack;
	_mypack addMagazineCargoGlobal ["20Rnd_762x51_B_SCAR",8];
	_mypack addMagazineCargoGlobal ["HandGrenade_West",2];
	_mypack addMagazineCargoGlobal ["pipebomb",1];
};
case 17:
//Sniper LRR
{
	_mypack = unitBackpack player;
	clearMagazineCargoGlobal _mypack;
	clearWeaponCargoGlobal _mypack;
	_mypack addMagazineCargoGlobal ["5Rnd_86x70_L115A1",8];
	_mypack addMagazineCargoGlobal ["HandGrenade_West",2];
	_mypack addMagazineCargoGlobal ["pipebomb",1];
};
case 18:
//AA
{
	_mypack = unitBackpack player;
	clearMagazineCargoGlobal _mypack;
	clearWeaponCargoGlobal _mypack;
	_mypack addMagazineCargoGlobal ["Stinger",2];
};
case 19:
//Sniper M107-AS50
{
	_mypack = unitBackpack player;
	clearMagazineCargoGlobal _mypack;
	clearWeaponCargoGlobal _mypack;
	_mypack addMagazineCargoGlobal ["10Rnd_127x99_m107",8];
	_mypack addMagazineCargoGlobal ["HandGrenade_West",2];
	_mypack addMagazineCargoGlobal ["pipebomb",1];
};
case 20:
//MG M240
{
	_mypack = unitBackpack player;
	clearMagazineCargoGlobal _mypack;
	clearWeaponCargoGlobal _mypack;
	_mypack addMagazineCargoGlobal ["100Rnd_762x51_M240",3];
	_mypack addMagazineCargoGlobal ["HandGrenade_West",1];
	_mypack addMagazineCargoGlobal ["pipebomb",1];
};
case 21:
//MG SAW
{
	_mypack = unitBackpack player;
	clearMagazineCargoGlobal _mypack;
	clearWeaponCargoGlobal _mypack;
	_mypack addMagazineCargoGlobal ["200Rnd_556x45_M249",3];
	_mypack addMagazineCargoGlobal ["HandGrenade_West",1];
	_mypack addMagazineCargoGlobal ["pipebomb",1];
};

};
execVM "data\scripts\loadoutrecorder.sqf";
hint "Weapons Saved";

loadoutrecorder.sqf

BIS_EVO_pallammo = magazines player;
BIS_EVO_pweapons = weapons player;
rucksack="";
if (!isNull (unitBackpack player)) then 
{ 
	rucksack = typeof (unitbackpack player); 
	ruckmags = getMagazineCargo (unitBackpack player);
	ruckweap = getWeaponCargo (unitBackpack player);
};

data/scripts/spawn.sqf (called on player at death)

if (not (local player)) exitwith {};
_player = player;

removeAllWeapons _player;
{player addmagazine _x} forEach BIS_EVO_pallammo;
{player addweapon _x} forEach BIS_EVO_pweapons;

//backpacks
if  (rucksack != "") then 
{
removeBackpack player; 
player addBackpack rucksack;
clearMagazineCargoGlobal unitBackpack player;
clearWeaponCargoGlobal unitBackpack player;
for "_i" from 0 to count (ruckmags select 0) - 1 do 
{
	(unitBackpack player) addMagazineCargoGlobal [(ruckmags select 0) select _i, (ruckmags select 1) select _i];
};
for "_i" from 0 to count (ruckweap select 0) - 1 do 
{
	(unitBackpack player) addWeaponCargoGlobal [(ruckweap select 0) select _i, (ruckweap select 1) select _i];
};
};

// Grenade launcher Fix
_primary = primaryWeapon player;
if (_primary != "") then 
{
player selectWeapon _primary;
_muzzles = getArray(configFile>>"cfgWeapons" >> _primary >> "muzzles");
player selectWeapon (_muzzles select 0);
};

this code basically manages backpacks addable to player with rocket or large MG/sniper (so long as you don't pick up a weapon after you have taken the backpack)

backpacks guide is here

http://www.gitsarma.gamingdeluxe.net/missions/GITS_Evolution_Backpacks_Guide.pdf

Edited by eggbeast

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gas works on AI - took out the check for locality on affected AI

the puking sounds are great

thinking of using this animation for the AI when puking (thanks Tankbuster!)

Y9B04VlE1JQ

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here are some pics of the items in this mod

EB_S10 gas mask (model volunteer needed!)

w_S10_ca_zps2e42f746.jpg

5rnd gas grenades M203 (thanks BD)

m_5x40mmGAS_ca_zpsc15294b9.jpg

5rnd 40mm buckshot grenades (thanks BD)

m_5x40mmBS_ca_zps59759065.jpg

5rnd M203 HE grenades (think of it as a bandolier not a mag)

m_5x40mmhp_ca_zpsf8df4fcc.jpg

600rnd 6-slot M240 ammo box

m_m240belt_ca_zps56fd0f7b.jpg

AP ammo for M107

m_107_AP_ca_zpsa2a35f5c.jpg

LWS_laserbatteries (pistol slot ammo)

m_battery_LWS_ca_zps4cd1da2d.jpg

Thermal scanner x1 close tactical thermal support for night ops

picture_TIscanner_ca_zpsfb80e6e4.jpg

HE ammo for M249

m_m249_I_ca_zpsa0dcd8be.jpg

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Siphon item for gascan filling from vehicles

gear_picture_siphon_ca_zpsc0b0a19b.jpg

full gas can (3 ammo slots)

m_Fuelcan_F_ca_zps9c4ec486.jpg

empty gas can (fill from tanks, fuelstations, fuel trucks, barrels etc or siphon from vehicles)

m_Fuelcan_E_ca_zpsf727f856.jpg

works like this (only now text in orange)

refuel-2_zps0a075812.jpg

Fairbairn Sykes commando fighting knife (modeler required) for close quarter silent killing

m_knife_ca_zps2734af52.jpg

works like this (now the name of unit appears next to "kill")

killdrg-1_zpsb0332c49.jpg

PRACS_Air_mod_no_GLT (requires PRACS)

http://www.gitsarma.gamingdeluxe.net/mods/PRACS_Air_mod_no_GLT.rar

A10 bomber variant loadout with PRACS weapons

http://i162.photobucket.com/albums/t247/eggbeast/a10bmb.jpg

A10 AGM variant loadout with PRACS weapons

http://i162.photobucket.com/albums/t247/eggbeast/a10so.jpg

SEAD F16 variant

http://i162.photobucket.com/albums/t247/eggbeast/f16_SO.jpg

A4 CAP variant

http://i162.photobucket.com/albums/t247/eggbeast/A4CAP.jpg

A4 multirole and CAS

http://i162.photobucket.com/albums/t247/eggbeast/A4_rearmed1_zps17482d28.jpg

F16 CAP - beautiful

http://i162.photobucket.com/albums/t247/eggbeast/f16cap-1_zpsb9d47d1a.jpg

Etendard bombers

http://i162.photobucket.com/albums/t247/eggbeast/etendards12_zps66c0ccc7.jpg

Etendard multiroles

http://i162.photobucket.com/albums/t247/eggbeast/etendards12_zps66c0ccc7.jpg

Etendard CAP

http://i162.photobucket.com/albums/t247/eggbeast/etendard-cap_zpsa40acb0c.jpg

Etendard AGM

http://i162.photobucket.com/albums/t247/eggbeast/etendardagm_zps4c6ac294.jpg

Mirage AGM and CAP

http://i162.photobucket.com/albums/t247/eggbeast/mirage_agm_zps0790ff8f.jpg

Mirage bomber

http://i162.photobucket.com/albums/t247/eggbeast/mirage_mr_bomber_zpsa295a10d.jpg

Mirage CAS/ MR strike

http://i162.photobucket.com/albums/t247/eggbeast/mirage_cas_zpsa776a53c.jpg

Edited by eggbeast

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added a hand thrown gas nade

m_anm8_GAS_ca_zps38519301.jpg

also added animations for the guys choking to death and vomiting (using stock content)

also added a throwable option on the knife - you get 2 points for a thrown knife (up to 10m) and 4 points for a stealth kill (less than 2m away). If you throw the knife you have to get it from his body

still needing a modeler

http://forums.bistudio.com/showthread.php?144102-model-request-seeking-ablemodeler-for-3-small-items

to see this mod working, get thePRACS fallujah updated mission (8 jan 2013)

http://forums.bistudio.com/showthread.php?128994-GITS-Evolution-%28new-main-thread%29&p=2266613&viewfull=1#post2266613

and run it with @blazes_weapons mod on (and GITS mod enabled in parameters at start of mission)

Edited by eggbeast

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Wow eggbeast, just wow. I was kicking around the idea of making a tear gas & searchlight mod and instead I find everything here and more

Quick questions:

Can this be used without ACE and/or PRACS?

How does the gas work roughl?. Do units keel over randomly or for the duration the are gassed? Do they take damage or just die after being in it too long?

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hi Graz

bear in mind Big Dawg made the gas - I've just developed it into different deployable forms and added sound/anims.

the gas and searchlights are fairly self contained - you don't need in-mission scripts (unlike the knife/refueling, which are in actions/EB_resources_scripts folder of mission pbo - the most up to date being in the fallujah mission)

on the searchlights - I'm going to develop a function that adds a searchlight as a turret to the MG/ chopper door gun as the current version is ok for a static defence position (aims forward with turret) but not great. any basic human technology level would be able to twist the searchlight to point in the direction of the gun right?

ACE doesn't come into it - we never use it.

to try it out you can pop into our server with PRACS /fallujah/@blazes_weapons and CBA on.

filter for GITS

---------- Post added at 03:29 PM ---------- Previous post was at 03:22 PM ----------

Do units keel over randomly or for the duration the are gassed? Do they take damage or just die after being in it too long?

the units take damage based on an intensity factor (nearness to centre of cloud) and taking into account decay over time and distance, it also factors in resistance for people in vehicles/wearing gas masks but this is only fully implemented for tanks and gas mask wearers (normally players, but you could equip your units with the init line "this addweapon "EB_S10").

the gas has been tried out in Mk19's, GMG's, AGS17s, and all handheld GL weapons as well as the KA60 chopper and it works well except for the scoring system - still has locality issues - works on your own server but not on client connecting JIP

the anims and sounds are randomised and work ok

there is also a contamination factor so someone covered in gas can affect other people nearby to them

the visual fx (BD author) look like this

http://www.gitsclan.co.uk/forum/download/file.php?id=2037&mode=view

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ok here's the gas vid on youtube

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eggbeast, this is great work. Is the download link in post #3 the most up-to-date?

You should put this in the editing & scripting forum, don't know how much traffic you'll get in the configs & scripting...

I watched the video and actually had a good laugh :D Is the gas killing them, or is it tear gas? At one point, I thought I heard shooting. Was this just disabling them, and you had someone else picking them off?

Again, great work.

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One thing that I think would be coll was if there was some type of gas bombs/rockets that could be equipped to a plane or an artillery platform.

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I cant load the AP and HE rounds for the saws or 50 cals, they go into my inventory but cant be loaded into the weapon. the 600 rd one works though...I tried with both the weapons in the crate, ace weapons, and vanilla weapons.

is this some kinda ace incompatibility? also how do you script the knife?

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yeah it probably wont work with ACE - as it configs the MG's and i guess you're using ACE weapons not stock ones?

the mod is in development so not too bothered about traffic atm - lots of configging to do to get it all finished

the gas kills them - we are considering an incapacitating agent for hostage rescue missions (and poss a molotov)

the knife works from a set of scripts in the mission - should be described in the readme and above in this thread

check out this road test for the spy class using theknife, gas and hollowpoint SD ammo to support a recon insertion in Fallujah last night

shows how the whole thing comes together - note the enemy using flashlights towards the end as the sun goes down

---------- Post added at 09:46 AM ---------- Previous post was at 09:44 AM ----------

One thing that I think would be coll was if there was some type of gas bombs/rockets that could be equipped to a plane or an artillery platform.

we can make these easy enough - will add to the tasklist

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I tried using your weapons crate, and non ace weapon crates and it didn't work with any of them. It seems strange that some of the ammo works but not others. I know there are other addons that arent set up to work with ace that dont cause any ammo issues. I also didn't notice any hollow point rounds or new grenades either. Most of the other features seem to be working fine like the new flashlights (makes CQC intense) and thermals (really nice to have all the vision modes with the thermal scopes)

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we have config patched the MG weapons so any other mods which modify these weapons may overwrite our mod. make our EB_weapons mod the last one loaded and this may fix the problem.

The M9SD, Makarov SD, BizonSD, MP5SD and G36SD is automatically hollowpoint (as a replacement).

Again if the MP5SD hollowpoint or G36SD hollowpoint ammo does not show up in crate then you have an interfering mod - try just using our mod alone to test that works and then see which mod interferes. We never use ACE so I can't support it sorry. Happy for someone else to fix it and post in here.

yeah the flashlights are great aren't they? the AI using them was an unforseen consequence, but it's the best thing about it!

Edited by eggbeast

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here's the HEI ammo in action against a huey and a few troops at 1m 10secs

sniper Team (well me anyway) in action in Fallujah

Good mixture of tactics - swapping position, using different cover, artillery, static weapons, nades, gas, pistol and captured vehicles etc to stay alive

DaW1zSDzTG4

---------- Post added at 07:22 PM ---------- Previous post was at 07:15 PM ----------

Is the download link in post #3 the most up-to-date?

Is the gas killing them, or is it tear gas?

Was this just disabling them, and you had someone else picking them off?

the best link is to get @blazes_weapons mod and use it with our mission (for knife to work etc and ammo/weapons/statics to be instantly available)

Evolution Fallujah PRACS has latest knife scripts in it etc

the gas kills

the shooting was the other enemies up the field trying to nail me and missing

Edited by eggbeast

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added features to EB_resources:

will release later today

add/remove silencer action for selected weapons

ka-bar USMC knife (for US troops/ unsung)

fix/remove bayonet action for selected weapons (works well with mods that have bayonet enabled weapons like unsung/vilas) - have made a few stock weapons work as bayonet weapons though you don't see the bayonet - any modelers want to help me make a bayonet for attachto the rifle?

lots of custom sounds and stock special animations included

works pretty well

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also White has come forward and offered us his considerable modeling talent to build models of knives - i've asked for a ka-bar, commando dagger, M16 and AK74 bayonet

e.g.

http://whatacountry.com/images/products/detail/arbayo.jpg

http://i306.photobucket.com/albums/nn280/beltfeed2002/2011-09-13164911.jpg

even one knife will be a good start and the model he is working on looks awesome.

if we get a bayonet i'll look at making it attachto the m16 etc

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wow i've been so busy with unsung mod that i forgot to update my release of EB_weapons etc for ages

it's gonna take ma a while to list everything i changed, but here's an example of the gear involved

http://i162.photobucket.com/albums/t247/eggbeast/some_new_bits_zps8457f5a6.jpg (197 kB)

so we have (with helps and inclusions from hcpookie, von knudenberg, sgt savage, heinbloed, KS Big Dawg, Chris, etc):

working knives (and bayonets kinda)

10 different grenades, each with their own abilities

mines, claymores and traps

special grenade launchers/ flare pistol

screw-on silencers

attachable satchels

thermal scanner

poison gas

stock silent pistols with lasers

stock pistols with flashlights

HE, AP and other ammo for MG and sniper rifles

full set of M203 type grenades based on real ammo (including airburst)

jerrycans for refueling

flashlights

better NVG/thermal and zeroing

plus all the new tank, static and air ammo here

http://forums.bistudio.com/showthread.php?176579-EB_Armour-integrated-real-armour-weapons-and-ammo

http://forums.bistudio.com/showthread.php?158698-EB_Air-mod

http://forums.bistudio.com/showthread.php?154352-Eggbeasts-cockpit-loadout-selection-script

which includes napalm, clusterbombs, clustermines, thermobaric missiles, canister ammo, WP, lumes, airburst AA, DU, beehive, flamethrowers, bridge-laying... what's not to love?

this will all be released as soon as we green light unsung 2.6

coming soon: molotovs, med packs, an actual release...

Edited by eggbeast

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stock mp5sd with added laser (non sd has a flashlight)

mp5laser-1_zpsb69e62a2.jpg

stock m9sd with added laser (non sd has flashlight)

m9laser-1_zps9c8a54f2.jpg

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also added

- molotovs with custom sounds/fx - in our duala mission a little script gives the molotov to the stone throwing crowds

- modified L115 spotter rifle with GPS/ rangefinder built into it. ideal for supporting say a 50 cal sniper.

- M118 C4 breaching charge for blowing down walls without fragging your team or bringing down the building.

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