[W] GreenMag aims to improve ammunition handling in Arma 3.
What does it do?
With GreenMag, your empty magazines stay in your inventory after reloading instead of dissapearing into the void. These Magazines (and any othr Mag with missing ammo) can be refilled with the new bullet items if it's a magazine and belts if it's a magazine for machineguns.
These bullets are available in packages ranging from 10 to 60 bullets wich can be unpacked through ace or in the inventory to get the actual bullets.
Magazines can be refilled and unloaded through the ace selfinteraction menu. Ace magazinerepack does get deactivated by GreenMag, so repacking magazines has to be done through unloading a mag and refilling another with the ammunition you aquired through unloading the first one.
Magazines that require belts can be refilled with the belt items. Those are available from the range of one bullet to 200. If the needed ammunition is less then the size of the used belt, the remaining lenght of the belt will remain in your inventory and can be attached to another belt to regain a larger belt item.
- Load / Unload magazines
- Ammunition, Ammunition packages and belt items
- bullets can be taken out of belts to fill magazines with them
- configurable through CBA settings
GreenMag provides multiple ways to customize your experience. From completely disabeling the mod to customizing how many magazines you want to be shown in the ace interactions.
For mission creaters can also choose if they want a basic system or a advanced system for ammunition handling. While the basic system differs just by caliber, the advanced system also differs by type, e.g. tracer and non tracer.
Patches are available for:
- RHS USAF
(more to come) Do other mod items work?
Most of the time they do, but limited. Mods that do not have a compat patch will most of the time work with the basic system, because the caliber can usually be read from the magazine classname. This can only be impaired if the magazine does inherit wrong GreenMag values from another magazine.
To register a non-supported magazine as one that needs belts to work, use this:
[["Magazin_A", "Magazin_B"]] call greenmag_main_fnc_addBelt;
If they requiered caliber does not exist, it won't work obviously.
- Removing an empty magazine from the weapons magazine slot through drag & drop will make the magazine vanish into the void.
GreenMag is licenced under APL-ND.
See https://www.bohemia.net/community/licenses/arma-public-license-nd for more information