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Inkompetent

Real M136 v1.0

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Another small modification, turning the M136 into a single shot weapon.

Well, the readme below explains it pretty well. Enjoy!

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Real M136 Extended modification for ArmA v1.08

==============================================

Changes:

real_m136_extended.pbo

-------------

Since the M136 AT-4 is a single shot disposable weapon in real life I thought it should be in ArmA too. The M136 AT-4 is now firable once, then automatically dropped on the ground. It can be picked up, but since the weapon can't be loaded and fired again the only purpose would be in a human vs human missions if you want to be sneaky (however sneaky it is to fire an AT rocket!).

Ammo loadout for US and RACS AT soldiers are changed accordingly, giving them only one M136 rocket each, and exchanging the two excess rockets for magazines. The total number of slots used is the same as before, and thus shouldn't have any other effect on the game.

The addon can be used in multiplayer enve if only you use it on a server. Other players will not be able to see/pick up/use any M136 AT-4 launcher you have fired though (unless they have the mod too).

This version makes use of the Extended Event Handlers addon for better compatibility with other addons.

!Warning!: This modification alters original values in cfgVehicles!

Installation:

1) Copy the '@Real_M136_Extended' folder into your ArmA directory. (Default C:\Program Files\Bohemia Interactive\ArmA)

2)Create a shortcut with -mod=@Real_M136 (C:\Program Files\Bohemia Interactive\ArmA\arma.exe -mod=@Real_M136_Extended)

(-mod=@anothermod, -mod=@Real_M136_Extended)

3) Install the Extend Event Handlers addon, either on its own or in the Real_M136_Extended folder. It is essential that the Extend Event Handlers Addon runs at the same time as this one.

4)Run ArmA from that created shortcut

Alternatively, instead of 2) and 4), get Kegety's ArmA Launcer for better addon managing.

Known Bugs:

-Possible error message in multiplayer when player has fired the first tube. Everything works as intended though.

-Does not work with the 1.09 Beta patch

Version history:

v1.1 (2008-01-13) - Fixed update (thank you andersson for finding bug and solution!), automatic removal of excess missiles (no more than one per soldier with an unfired launcher) removed since I could not make it work as intended, and with included signature key.

v1.0 (2007-09-26) - Initial release. M136 turned into single shot weapon. Ammo loadout for US and RACS AT soldiers changed accordingly.

Additional notes: If used in your own addons/mods, please give credit to the author for using his work.

Made by: 'Inkompetent' (erorikok99@hotmail.com)

UPDATE: 2008-01-14

Fixed broken files. Addon is now serviceable.

Download mirrors:

Filefront

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I'll have to try this. Although the M136 is a single shot in real life I like the unrealistic aspect. I've had my fill of realism for the past 5yrs.

Thanks for the addon.

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mp tested ?

edit: arr. mean if i use this addon and own a m136, shoot it, drop it and my mate picks it up, then for him it ll be a "normal" m136 when he does not have the addon ?

if he does, is the m136 then still "fired" for him ?

sounds nice tho !

regards

rocko

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Good question. I haven't had the chance to try this in multiplayer yet, but I'll do it as soon as I can.

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cool and all, but that totally make the gameplay uneven! :/

as other players will be carrying up to 4 AT rockets, when you get one. :/

anyhow, goodwork

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cool and all, but that totally make the gameplay uneven! :/

as other players will be carrying up to 4 AT rockets, when you get one. :/

anyhow, goodwork

Well, I only carry one missile anyway usually, so the only change for me if I use this is that I can't restock with another missile when I get to ammo boxes without having access to another M136 launcher. All up to you wink_o.gif

Just thought some people might enjoy this. Especially the groups playing for a bit more realism and/or tactical team play.

A bonus using this is that you don't need to go through the animation of putting the weapon on your back, and can go directly to pull up the main weapon, cutting down on the time you are exposing yourself. A little compensation for the inability to reload! yay.gif

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A little compensation for the inability to reload!  yay.gif

A very good benefit at that! (been killed tooo many times hanging that empty tube on my back!!wink_o.gif

Nice work. thumbs-up.gif

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hehe

what if u dump ur used tubes back into an ammobox ?

would be incredible to hear your mates over TS panicing whilst hearing alwas a dry "click" and some bmp's nearby.  biggrin_o.gif

edit: oh u did editing the displayname. just wanted to suggest something like that whistle.gif

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And I am kind'a crappy at modelling, but I think I'll try to make a tube which is see-through after firing. Would be kind'a neat. On the other hand a burden for the already pressed graphics engine... =/

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u could just rename the used tube as AT4(empty) or something...

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It already is. The default weapon is called "M136 Launcher" and the used up one is called "M136 Launcher (Used)". I pondered renaming it to AT-4 to give it its real name, but decided to stay with the M136. If someone can prove that the weapon is referred to as "AT-4" with the US Army and/or USMC I might rename it though.

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It's designated as the "M136 AT-4" by both the US Army and the USMC.

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Ahhh... Thank you. I read either "M136", "AT-4" or "M136 AT-4", so it is a bit tricky to know what to believe about the naming.

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cool and all, but that totally make the gameplay uneven! :/

as other players will be carrying up to 4 AT rockets, when you get one. :/

anyhow, goodwork

And birds go tweet!

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I agree, disposable weapons should be disposable. Realism for the win! It's been talked about since arma first came out and now we finally get it (though I do recall the UKF pack also having a similar effect included). Good job indeed, Inkompetent.

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Great Addon thumbs-up.gif

Is it possible to define that it takes no ammoslots? This would be great.

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I don't think it is possible to have ammunition take no room, but one could possibly put it in the secondary ammo slots.

But well... since the weapon can't be loaded anyway one might be so lucky as to have it take no ammo slots. Would be a nice balancing against the RPG-7. I can agree on that.

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When more and more people start useing the RHS packs with their disposeable RPGs, things will be fairly balanced again.  yay.gif

But they have to make it so that every unit drops the empty tubes, not just their units.  wink_o.gif  Don't know how your works, but the RHS one can be picked up and reloaded after use.

Edit:

Just checked the RHS thread. This could be the first thing you help them with!

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I'm having problems using this and XAM together. Everytime I shot a T-72 with M136 I get CTD. Anyone having this problem as well?

Ok I tested it deeper and I found that if I place an AI AT Soldier and he shot the T-72 nothing wrong happens. Nothing wrong happens when I place a group of AT soldiers also, but when I place a Basic Group and his AT Soldier fire at the enemy tank, the game CTD.

Strange thing!

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Excellent addon Inkompetent ! But please consider rewriting it to support Solus's Extended Fired EH

http://www.flashpoint1985.com/cgi-bin....9;st=15

Something like:

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

{

class Real_M136

{

units[] = {};

weapons[] = {};

requiredVersion = 0.1;

requiredAddons[] = {"CACharacters","CAWeapons","Extended_Init_EventHandlers","Extended_Fired_EventHandlers"};

};

};

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

{

class CAManBase

{

RealM136_Fired="_this execVM ""\Real_M136\Scripts\realm136.sqf"";";

};

};

and lose:

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

{

class Eventhandlers

{

fired = "_this execVM ""\Real_M136\Scripts\realm136.sqf""";

};

};

Please someone correct my code if you see any errors, I'm new at this stuff smile_o.gif

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Guest

Great work, I don't know why they reversed the load capablities between the M136 and the Jav.

Still have a 136 tube in my garage.

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Good remark, Robalo! I'll work in it asap, since when I come to think of it, I need it myself too!

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I have tinkered with an additional feature for the next release, aside from compatibility with Solus' Extended Event Handlers. That is that you can't carry any "loose" M136 rockets.

That means that if you don't carry an unused M136 Launcher you can't carry any rockets at all, and if you carry an M136 Launcher you are limited to carry one rocket.

All this since I don't really think people run around with loose M136 rockets in wars since the M136 tubes aren't reloadable anyway.

How does this sound to you, the audience?

At the moment the code for it is pretty basic. Since there are no eventhandlers for getting items it's a crude code that simply removes all excess rockets.

If I manage to I'll see if I can rewrite the gearing thingy so that when you use the Gear screen the rocket will simply jump back to the box. At the moment it disappears into the void.

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What if say we have 3 tubes and 3 rounds in a crate, someone with enough free gear space grabs a tube, he gets all 3 rounds automatically, but then 2 of them are gone (because you scripted it) and we're left with 2 unusable launchers because there's no ammo for these anymore. banghead.gif

Can you make sure that whenever someone grabs the AT launcher, he automatically gets 1 round for it, regardless of the availability of that AT rocket ammo thingy ? (talking about the unused launcher, of course, that should be loaded by default and use no inventory space IMO).

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