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mondkalb

Cartridge Addon

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Hi,

I made a simple addon which creates cartridges that stay where they belong.

Cartridge3_Kl.jpg

This Addon creates automatically a cartridge of the right type for all ArmA weapons and the following Mods/Weaponpacks:

-6thSense Mod/Weaponpack

-RHS

-RH Pistolpack/AK-Pack

-HWM

-PedagneMOD

-RER_XM109

-ChechenyaMod

-ADO Armes

-Vilas' Weaponpack

-Frenchpoint

-Turkish Forces

Handgrenades will leave a pin on the ground.

Grenadelaunchers will leave a 40mm cartridge.

All other "unsupported" firearms will throw out a 556x45mm cartridge.

Cartridge2_Kl.jpg

Additionally I made helicopters prettier:

Cartridge1_Kl.jpg

The Ah-1 will drop 20mm cartridges on the ground, the Ah6 and Uh-60 do the same with 762x51mm cartridges.

You can disable the cartridges with "NO_MBG_Cartridges = true", disable the vehicle cartridges with "NO_MBG_Vehicle_Cartridges = true".

Download MBG_Cartridges.rar (528kb)

Needed Addon: Extended Eventhandlers 1.7

Have fun turning the AO into a really dirty place!

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Seconded... A++, indeed! Vielen Dank!

The.D add to list?

:-)

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*piek*

Finally biggrin_o.gif

Any change you add documentary how to add the approbate shell to other (non listed) weapons?

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Quote[/b] ]Not working for me.

I have XEH installed but I'm not getting any casings on the ground.

Same, but I do have a lot of other addons running. Must be some sort of conflict.

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Is there a chance of a performance drop when using this addon?

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I did a quick test and it seems to work perfectly well in single player mode. I had some trouble on a dedicated server but that might have been just me.

Loading order shouldn't be an issue, just make sure eventhandlers are loaded before this add on (I think). I get some conflicts in ArmA.rpt that might be caused by this file, but I wasn't able to validate that yet.

As for performance: We shall about that see on a 32 player warfare battle. It might be a good idea to work out a fade-out time limit that can be set by the user (say, 30 seconds to 5 minutes).

Thanks again for sharing this with us, it looks pretty good :-)

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The cartridgemodels have 4 lods.

1. - Normal detail

2. - Lower detail

3. - a simple box

4. - Nothing

So, the cartridges won't be displayed unless you're ~15m near. I think, this addon won't affect the performace much more than 2 north-sahrani trees do.

The big problem with this addon is its "plug-in"capabillity.

As soon as you spawn a model/thing, which is located in an addon not listed in the mission.sqm, it will automatically show you an errormessage.

I see no possible solution for this problem.

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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 CfgAddons

{

   class PreloadAddons

   {

       class MBG_Cartridge {

           list[]={"MBG_Cartridge"};

       };

   };

};

That should solve the problem with unloaded addons (but should only get used by addons when they are required on every map).

But what about the 'other' plug-in capability?

Can't you read for example _762Array out of the config?

That would allow other addon maker to cooperate with your addon.

And least:

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">;;Cruel mathematics, if you can't stand Sinus, Cosinus and tanges, then quickly leave this script!!!

That warning was to late because I was forced to read through _SQS_ code  whistle.gif

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Hi, do the A10-II spitt the 30mm shells of the cannon? or the AV8-B

ADEM spitts the 25mm shells?, how about the APC's... could you make

'em spitt the empty shells of booth MG's, COAX & main gun?, that

will be trully pimp. Let's C ya

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Looks really good, can this be used without a dedicated server requiring it?

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I like the idea of this a lot, but I did experience a lot of slowdown when I just tried it out.

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This addon is clientside. The server doesn't require it, since the cartridges are created local on the client's PC.

I asked Freshman whether the A10 is dropping out it's cartridges. He told me that the A10 is gathering those and is therefore not dropping them.

In fact, I think the cartridge-drop of the AH-1 is already too much, but the Uh-60MG and Ah-6 are well "equipped" now, and now they leave a kind of "cartridge-carpet" behind. Try it out!

i0n0s: Feel free to change this addon they way you like it, and it seems, that you may help me with making an update to this addon. Of course, if you like to! smile_o.gif

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american fighter jets wont spitt out the shells, they will be stored and taken out on the ground

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Is there a limit to the amount of shells on the ground at one time? Would probably get a bit cluttered after a few hours. tounge2.gif I'm not thinking display / performance wise, but storing a few hundred thousand shells in memory can't be healthy.

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WOAH! This would look absolutely fantastic with a UH-60 from 160th SOAR and the Mog biggrin_o.gif

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i was waiting for something like this for a long time. thank you!!

a little observartion of mine: the visibility of the spent cartrdges seems to be related to map-lod settings (sorry, can't find a better word.) i tested this also on schmalfelden, and there you have to zoom to the ground to see the casings. while standing and just looking to the ground you will see nothing. so i suppose map settings do have an effect on this small but priceless addon.

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Hi, for the OFP limit the life time of the spitted shells to 30secs was

enough to give a more real shape to the firefights keeping a decent

FPS level that don't really compromised alot the game's performance;

for me limit to 30secs the life time of the empty shells on the ground,

will be a good enough valance. Let's C ya

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Hi, i've noticed something, the spitted shells are not visible over

the sea texture, the KA-50 don't spitt shells as well as any of the

eastern aircrafts or the A10 & AV-8B's. It's sad to see my dear .45

spitting 5.56mm empty shells instead the empty .45ACP shell model

that it haves. Let's C ya

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