NewfDraggie 10 Posted August 25, 2009 Make the ammo take up the handgun slot, make it balanced and give a reason to take the M136 over the SMAW. This is how it should of been anyway, think about it; AT guy's don't carry sidearms, they take the AT weapon, unlike the grenadier who also doesn't take a sidearm but instead grenades; the M136 should take up all of the handgun slots; the SMAW should take up inventory slots for balance and realism, the same goes for the javelin so only disposable weapons should have the ammo slots be the sidearm slots, all of them for one round. Share this post Link to post Share on other sites
tsb247 0 Posted August 25, 2009 That would not necessarily be more realistic. I know a couple of guys who carry AT weapons, and they usually carry a sidearm as well. In fact, they usually carry their full kit in addition to the AT weapon. As for grenadiers not carrying sidearms, that's not necessarily true either. They may or they may not. It depends on what is issued (or whether they can get one to being with). Sometimes they opt to have one just in case. Besides, I would rather see truly disposable 1 shot M136s, Javelins, and SMAWs rather than being able to reload them. That's pretty much my only gripe about the ArmA games. I know the ability to reload one time use AT weapons is only in place for the sake of balance (the RPG-7 can be reloaded after all), but I think it would be far more realistic to only have 1 shot before having to pick up a new one. Share this post Link to post Share on other sites
NewfDraggie 10 Posted August 25, 2009 Being allowed to carry a sidearm and having one issued to you is different. The gunner, sniper, and team lead are usually the only ones issued a sidearm, anybody can get one. Share this post Link to post Share on other sites
Inkompetent 0 Posted August 26, 2009 Even better: They shouldn't carry any ammunition at all. Should be a value in the configs telling the game that the weapon can be fired once, and then turn it unusable I *could* for example make my addon work like that, but for me it'd need a looping script per character to see when the AT launcher is being weaponed, and that's not feasible to run on every single unit on a server - thus I don't. Built in feature by BIS would sure be the best. Share this post Link to post Share on other sites
no use for a name 0 Posted August 26, 2009 Even better: They shouldn't carry any ammunition at all.Should be a value in the configs telling the game that the weapon can be fired once, and then turn it unusable I *could* for example make my addon work like that, but for me it'd need a looping script per character to see when the AT launcher is being weaponed, and that's not feasible to run on every single unit on a server - thus I don't. Built in feature by BIS would sure be the best. exactly...they're already pre-loaded, so the only thing would be weight which arma doesn't model. Now SMAW and RPG-7's are re-loadable so the extra rounds should take up slots. But if you have an RPG with 3 rounds, only two should take up slots since the 3rd is already in the tube on your back Share this post Link to post Share on other sites
NewfDraggie 10 Posted August 26, 2009 That's not possible with this engine, so this is the next viable, and more realistic option. Being a simulation, AT soldiers don't usually have a sidearm anyway. Share this post Link to post Share on other sites
Inkompetent 0 Posted August 26, 2009 Not currently possible indeed. And that's why BIS has to do it due to the engine changes needed to be able to fire a weapon without an external ammunition source (or where the ammunition is type=0 and the engine limits it so no more than 1 round can be carried at any time. I dunno) Share this post Link to post Share on other sites
NoRailgunner 0 Posted August 26, 2009 I would like to see a drop < weapon > action. Sometimes you need to drop launchers very fast instead putting them (safe+slow) on your back. Maybe its possible to get an overall drop < weapon > action and drop < all weapons > ? Last one could be interesting with surrender module (of course AI should be able to use it too). Share this post Link to post Share on other sites
Inkompetent 0 Posted August 26, 2009 Agreed that a throwaway-action would be nice, instead of having to use the slow action ["DROPWEAPON", unit, weapon]. Can be foul-scripted, but a proper implementation of it would be awesome. Share this post Link to post Share on other sites
cole 0 Posted August 26, 2009 Hopefully this comes with Arrowhead, AND THEN with a patch for ArmA2 too. VBS2 has the disposable launcher technology implemented, doesn't it? They could just borrow it from there. Share this post Link to post Share on other sites
galzohar 31 Posted August 26, 2009 What's so hard about having an invisible ammo slot that can only hold the M136 missile, and no other slot can hold it? That would effectively be a 1-time-use. That would at least solve carrying issues, and I doubt it'd be too hard to handle dropping/rearming to work properly as well. Didn't ACE already have a solution for Arma (I did not play Arma)? Share this post Link to post Share on other sites
cole 0 Posted August 26, 2009 ACE did have disposable launchers, but the rocket still took up some slots, and afaik they had very big problems to solve auto-disposing with AI, because when the AI dropped a launcher, the game crashed. Share this post Link to post Share on other sites
R0adki11 3949 Posted August 26, 2009 It can be done, im sure in OFP UKF mod had their LAW-80 addon one a one shot weapon, and a script ran to make the weapon automatically dropped. There may have been a similar system in WGL? Share this post Link to post Share on other sites
Inkompetent 0 Posted August 26, 2009 It can definitely be done. The problem is to making it work smoothly. I'm yet to see a good implementation of it, even though I've seen many working implementations. Share this post Link to post Share on other sites