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LuckyArma

Is there a way to change dispersion of vehicle mounted weapons?

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I was wondering if maybe there is a way to add some "slop" to mounted machine guns/mini guns?

 

In the real world these weapons have a decent amount of "slop" engineered into them so that burst from the weapon will give you a good spread of rounds down range, in Arma 3; however, these weapons fire every round on the same trajectory, more like a lazer beam.   Is there a setting somewhere to add in a little slop?   

 

Or maybe a place I send the suggestion so that maybe it gets considered in the next update?

 

Thanks 

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Well you could change the dispersion values of the weapon. In massi's Middle Eastern conflict mod, he has two sets of units.One normal set, and a second "wide dispersion" set, which fire more widely and less accurately to portray an untrained militia.Something like that may be of use?

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Use descriptive titles for your threads, you wont believe what happens next!

 

I don't think it's possible without using script to deviate every round, or creating a config mod with higher dispersion.

Static weapons (and maybe vehicle mounted also?) have no recoil at all in Arma. Feedback tracker issue: https://feedback.bistudio.com/T80237

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Change the dispersion is what I would like to do, I'd like to do it without using a mod.   It wouldn't take much, maybe 3 meters for every 100 meters range.

 

Massi's MEC sounds like it might be what I'm looking for, if I can figure out how they did it.

 

Thanks

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Change the dispersion is what I would like to do, I'd like to do it without using a mod.   It wouldn't take much, maybe 3 meters for every 100 meters range.

 

Massi's MEC sounds like it might be what I'm looking for, if I can figure out how they did it.

 

Thanks

Ask massi-I am sure he will help. Also-I have changed the title to make it more descriptive to " Change dispersion of static weapons".

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https://community.bistudio.com/wiki/setSkill_array

//skill settings:

/*
//call with
[_mygroupname, skill] spawn EGG_EVO_skill;
e.g. [_guard,3] spawn EGG_EVO_skill;
0 = random
1 = conscript
2 = irregular/rebel
3 = regular army
4 = elite infantry
5 = spec ops

*/


EGG_EVO_skill =
{
    _grp = _this select 0;
    _skill = _this select 1;

    if (_skill==0) then {_skill=(round random 4)+1};
//    _baseskill = skillfactor; //set in init -can develop an initial base skill modifier for parameters use later

    switch (_skill) do
    {
        case 1: //conscript very low skill
        {
            {
                _x setSkill ["aimingspeed", 0.05];
                _x setSkill ["spotdistance", 0.05];
                _x setSkill ["aimingaccuracy", 0.02];
                _x setSkill ["aimingshake", 0.02];
                _x setSkill ["spottime", 0.1];
                _x setSkill ["spotdistance", 0.3];
                _x setSkill ["commanding", 0.3];
                _x setSkill ["general", 0.2];
            } forEach (units _grp);
        };
        case 2: //rebels low skill
        {
            {
                _x setSkill ["aimingspeed", 0.1];
                _x setSkill ["spotdistance", 0.1];
                _x setSkill ["aimingaccuracy", 0.05];
                _x setSkill ["aimingshake", 0.05];
                _x setSkill ["spottime", 0.2];
                _x setSkill ["spotdistance", 0.4];
                _x setSkill ["commanding", 0.4];
                _x setSkill ["general", 0.3];
            } forEach (units _grp);
        };
        case 3: //regular fair skill
        {
            {
                _x setSkill ["aimingspeed", 0.15];
                _x setSkill ["spotdistance", 0.15];
                _x setSkill ["aimingaccuracy", 0.1];
                _x setSkill ["aimingshake", 0.1];
                _x setSkill ["spottime", 0.3];
                _x setSkill ["spotdistance", 0.5];
                _x setSkill ["commanding", 0.5];
                _x setSkill ["general", 0.6];
            } forEach (units _grp);
        };
        case 4: //elite soldiers medium skill
        {
            {
                _x setSkill ["aimingspeed", 0.2];
                _x setSkill ["spotdistance", 0.2];
                _x setSkill ["aimingaccuracy", 0.2];
                _x setSkill ["aimingshake", 0.2];
                _x setSkill ["spottime", 0.4];
                _x setSkill ["spotdistance", 0.6];
                _x setSkill ["commanding", 0.6];
                _x setSkill ["general", 0.7];
            } forEach (units _grp);
        };
        case 5: // specops good skill
        {
            {
                _x setSkill ["aimingspeed", 0.3];
                _x setSkill ["spotdistance", 0.3];
                _x setSkill ["aimingaccuracy", 0.3];
                _x setSkill ["aimingshake", 0.3];
                _x setSkill ["spottime", 0.5];
                _x setSkill ["spotdistance", 0.8];
                _x setSkill ["commanding", 0.8];
                _x setSkill ["general", 0.9];
            } forEach (units _grp);
        };
    };
};

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https://community.bistudio.com/wiki/AI_Sub-skills

You have spotDistance twice. You can remove General, and add Courage as well.

Recommend spotDistance stays higher, and keep aimAccuracy ALWAYS below 0.5

aimSkake will also make them way more human if keeping it very low (more spread).

Play around with the values to your liking. I usually just randomize them all 0.1-0.5

to really mix it up. BIS should re-word aimShake to aimSteady. Kinda backwards.

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https://community.bistudio.com/wiki/AI_Sub-skills

You have spotDistance twice. You can remove General, and add Courage as well.

Recommend spotDistance stays higher, and keep aimAccuracy ALWAYS below 0.5

aimSkake will also make them way more human if keeping it very low (more spread).

Play around with the values to your liking. I usually just randomize them all 0.1-0.5

to really mix it up. BIS should re-word aimShake to aimSteady. Kinda backwards.

not my script...  i found it on the forums and the thread starter does not even seem to care which is the sad part 

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Copy that. I care. ;)

I just realized this is for Configs. Another option until you get that squared away, you can run a script checking what the are carring, and set aimShake to 0.1 if they are using a Machine Class weapon.

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