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mechastalin

Non RPG style weapons in the Heavy slot?

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I was wondering if it would be possible in Arma to carry things like heavy grenade launchers like the 6G30 and similar weapons on the back? I think these are very interesting weapons but the fact that you had to get rid of your rifle to use them in OFP made them extremely limited.

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Hi, don't really make much sense that the units *can't carry more than one main weapon; like: M4/M16 and a MP5SD5 or SD6, some people said about the jump hability that should remain removed because of the bouncing players (CS style, AAO style, BF and those) but that's a blame of those players, not of the game; with the hability of carry more than one main weapon may happen the same; but again... this preventing meassure (if it were, and not an engine limit) finnally dammages more the realism in the units than help the players; you can jump as a rabit, but sure that with a M249, a M240B or a MG3 firing at you... the only place that you'll be jumping to, will be to your grave. Let's C ya

*Edit

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it's a pity you can't have an M24 and an M4, with the M4 strapped to your ruck (so it'd take a while to actually deploy it, thus switching to the M4 would take a while).

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Originally I wanted the ability to just have any weapon in either slot but when I thought about it some more this is actually a bad idea. We need diversity and realism (yes I said the word, hold the flames) otherwise EVERYONE will take the M4 and M24/SPR and it was bad enough in OFP with everyone taking the G36. 1 step forward is moving the m203's to the pistol slot now theres incentive to take a grenade launcher.

If BIS implemented weight this could help solve the problem, more weigh makes you run slower, you take longer to speed up/slow down (bad for urban fighting), your aim gets a little worse, you tire out quicker and take longer to recover and you are louder when moving around. There has be a trade off both ways, so being armed to the teeth is great for defense. But for offensive and stealth purposes you would be better off with only what you need.

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I'd love to be able to put another rifle in the heavy weapons slot.

A weight system I think would balance it out nicely - preventing players from becoming armed-to-the-teeth and unstoppable. Sure you can carry an SVD and a AKS74U, but you won't be able sprint (or at least not for hardly any length of time) nor will you have many magazines for either.

Hidden and Dangerous had a nice system. It really added to the gameplay that several missions were linked together where you wouldn't be able to resupply but from the enemy dead. So before you left for the first mission, you had to take with you all that you would need (or wouldn't be able to find) for all of the missions in that small campaign. I would load my characters with backbacks full of equipment that I could drop at the begining of the mission (so that my guys would be able to move faster), run through the mission, then retreive the equipment at the end of the mission so that I'd have it for the next.

Most of the time I spend playing is Co-Op with a friend of mine. To make the missions longer and a little more fun, many of the missions we make have more enemy troops come to where ever we are once we've cleared an area. Example, take the town, defend the town from a series of enemy counter attacks.

It would be interesting to move to the town, drop my backback full of equipment on the edge on the outskirts so that it wouldn't hamper my ability to move around as I'm carrying a AKS74U on my way to a tall building, on the top of which I will be using the SVD strapped to my back.

Then after the battle, I'd have to run back to retrieve my backpack either to take it with me to the next town or use the equipment inside it (mines or satchel charges) to deal with the enemy counter attack or next mission objective.

A more comprehensive inventory system would be nice. Being able to, for example, remove your helmet or body armor to lower your weight - making it possible to carry a SVD and a AKS74U without your mobility being so limited. The advantage of having a close range weapon with a long range weapon balanced by my increased vulnerability to grenades and small arms fire.

I wonder if it is technicall possible to have a rifle type weapon in the slot for heavy weapons. What would have to be modified to prevent a character from, say, taking out the sniper rifle on his back and putting it on top of his shoulder like an RPG launcher?

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Yes, I'd really like to see some kind of "weight" system too,

and rucksacks. It'd be even better if it could take account

of "bulk" too (eg. if you only have two small ammo pouches

on your belt then you cannot carry six 30rd STANAG mags

and 4 hand grenades - no matter how much you'd like to)

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I wonder if it is technicall possible to have a rifle type weapon in the slot for heavy weapons.  

If I remember correctly, there was a way worked out for

carrying two "main weapons" in some of the Op. Flashpoiint

addons. I remember a "Vietnam" American infantry addon that

had men with an M16 and a shotgun.

Also I recall now that rucksacks were implemented in a

Flashpoint modern British Infantry addon (but with the

restriction that once dropped they could not be picked up

again).

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<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgInventory

{

class SlotTypes

{

class WeaponInUse{};

class RightHand{};

class LeftHand{};

class Googles{};

class Back{};

class Weapon{};

class Common{};

};

class Objects

{

class Man

{

simulation = "Man";

class InventorySlots

{

class Weapon

{

type = "WeaponInUse";

size = 1;

};

class RightHand

{

type = "RightHand";

size = 1;

};

class LeftHand

{

type = "LeftHand";

size = 1;

};

class Goggles

{

type = "Goggles";

size = 1;

};

class Back

{

type = "Back";

size = 1;

};

};

};

class Rucksack

{

simulation = "Baggage";

weight = 1.500000;

class InventoryPlacements

{

class OnBack

{

type = "Back";

size = 1;

priority = 1;

};

class InHands

{

type = "WeaponInUse";

size = 1;

priority = 0;

};

};

class InventorySlots

{

class Inside

{

type = "Common";

size = 16;

};

class Weapon1

{

type = "Weapon";

size = 1;

};

class Weapon2

{

type = "Weapon";

size = 1;

};

class Bottle

{

type = "Bottle";

size = 1;

};

};

};

class Bottle

{

simulation = "InventoryItem";

weight = 0.500000;

class InventoryPlacements

{

class Bottle

{

type = "Bottle";

size = 1;

priority = 1;

};

};

};

};

};

Maybe BIS is already 1 step ahead of you... (or was at one point). whistle.gif

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I wonder if it is technicall possible to have a rifle type weapon in the slot for heavy weapons.  

If I remember correctly, there was a way worked out for

carrying two "main weapons" in some of the Op. Flashpoiint

addons. I remember a "Vietnam" American infantry addon that

had men with an M16 and a shotgun.

Yes that was scripted though and it had some bugs. I doesn't look like I'll be able to improve that method in ArmA, not that it was ever a good method to begin with.  confused_o.gif

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