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Found 25 results

  1. The Jewish Nerd

    Ammo Glitch

    At your shelter when placing items from your backpack to your shelter storage, at random times the ammo will freeze in the item slot its in and cannot be removed; even though its registered as stored. When I go to bring ammo out of that same kind it goes into the slot thats frozen (which can be multiple slots) at this point its a moshpit in my backpack and still unsure how much ammo I bring to the encounter. When in the game, you're left with only what you brought out which is confusing because before the game it will show say 6 stacks of ammo, 3 of which are the frozen ones; only the extra 3 I spawned in will be registered in game. Its especially confusing when the ammo stack has say 21 bullets but the stack you bring in is a full 30 but gets pasted underneath the 21 stack thats frozen, until you're in game and the frozen items get deleted. Its just an inconvenient issue, hopefully someone can look into. Hope this was detailed enough haha? Keep up the good work Devs!
  2. So I decided to try and get the ammo count to show on the HUD/Weapon info panel while running ACE 3 and tried enabling the "Ammo count" option in the ACE3 User Interface settings but that doesn't seem to work. When I test it in the editor I get the popup "cannot modify a forced User Interface element". I've applied on the server and set it to override the mission and client but no luck there. Is there a step I am missing? Any help would be appreciated.
  3. Hello. I wondered why it’s impossible to equip bullet magazine to machine gun. Lim-85 = M249-SAW https://o.b5z.net/i/u/6070324/i/ec/M249_-_600.jpg https://image.ibb.co/gnawG9/20181007203037_1.jpg Spar-16 https://preview.ibb.co/jGT0b9/20181007203241_1.jpg https://preview.ibb.co/gTxtw9/20181007203248_1.jpg MX https://preview.ibb.co/gOoYw9/20181007203142_1.jpg https://preview.ibb.co/m3DcOp/20181007203146_1.jpg https://preview.ibb.co/hXBa9U/20181007203153_1.jpg https://image.ibb.co/bSWQ9U/20181007203202_1.jpg Arma-2 it was so, why not for arma 3 too?
  4. The wiki page referes to the forum but not to a specific thread, so I am assuming there is none yet. Anyway my feedback so far: "Its great, so great.. greatest dynamic loadout system by far" - Donald Trump However, the list isn't sorted or grouped in a specific way. Just by adding our "Swedish Forces Pack" bombs, the list starts growing quite a bit. Playing with SFP, RHS and perhaps 2 more mods and this will be a real issue. Also, in the wiki page there is no reference how to enable it on your own airplane .p3d. I managed to make custom pylons, and custom weapons on the A164 Wipeout but not enabling it on my own plane.
  5. eXodusArise

    Can't store 7.62x54

    Whenever I find 7.62x54 for a mosin while out on a raid/scavenging I can't store it. The only thing I've read similar to this is the ammo from loaded weapons glitches when you store the weapons, but this isn't the case.
  6. eXodusArise

    Can't store 7.62x54

    Whenever I find 7.62x54 for a mosin while out on a raid/scavenging I can't store it. The only thing I've read similar to this is the ammo from loaded weapons glitches when you store the weapons, but this isn't the case.
  7. SupremeBread

    Bugs

    For the weapons part, earlier today i was playing with some weapons on the shooting range, I pulled a weapon out it came off my back, I pulled the other one out and I had one in my hands and one on my back. The weapon in my hands and back at the same time was the Mosin. The other weapon I had was the Suomi on my back. To sum it up I had a Suomi and a mosin on my back and another mosin in my hands. Next topic. Reload animations. The silver pigeon has a weird reload where the outlander reloads it like a normal gun, but the gun doesn't move at all so it looks like he is putting invisible shells into an invisible chamber. Going back to the mosin, whenever i was using it at the range, I was in first person, I shot, it did nothing to load the next bullet into the chamber in first person. When I shot in third person though, the outlander pulled the bolt back to load in the next bullet. Next Tag. Ammo glitches. Take for example you take a Suomi to the range, reload it shoot it a couple times, reload it again one last time, then unequip it, the bullets that were in the gun are taken out and put into your inventory. Then you think, why do I have bullets, I took none out of my storage, so you try and put them back into your storage it doesn't work. The first time it happend to me i was confused and thought was my storage full or am i going to lose them when I die in a game? Next Tag. Invisible props. I have searched the entire safe house to see if I could find invisible props, in my head i thought, as you upgrade your safe house, you must get more props or items in it. I looked around and found a invisible barrier, i felt around it with my character and it seemed like it was a door for a later upgrade, if you're wondering where it is, if you look directly at the map and turn right to that doorway, go into the doorway and turn right you will meet the invisible door. I know its not the most important thing to fix before a full release but it would make the game a lot better if there are anymore of those anywhere else. Thank you for reading this and I hope the community and devs can perfect this game. -TheSupremeBread
  8. Hi. I'm trying to make a script that triggers on AI death. On death the script will check what magazines the unit has, then remove his weapon (which removes all magazines for some reason) then put 1 magazine back to his corpse. So AI will drop only a single magazine of the ammotype they are using. This is what I've got {_x addeventhandler ["killed",{ _this spawn {_unit = _this select 0; removeallweapons _unit}; }]; } forEach allUnits; Now this is the first time I'm scripting in Arma so please use simple instructions. Thank you in advance!
  9. Geezus

    Minor bugs

    On top of the issues with the ammo glitching before jumping into a match I seem to have my sensitivity reset every time I startup the which messes up my aiming in game once I start. The looting windows are way to narrow it seems you have to be in a precise spot and I see that's mentioned in earlier posts. Outside of that basic stuff like hit boxes and hit registration. Overall love the game though and despite these issues I can still loot and kill most players I encounter. Game is a ton of fun cant wait for this to take off I know it'll crush twitch and other gaming media once peoole jump in and play it. First time experiencing one of your creations.
  10. Need a project to cut your teeth on? This unique mod may challenge you to become the scripter you always dreamed you could be - the guy that makes girls' pants wet! Make your mamma proud! Seriously, though, I'm looking for a scripter to fine-tune my in-game models, mostly so that I can continue to focus on the artwork. I need someone who can push themselves to add polish and shine to the mod. The mod is called Fight for Freedom. It's based on our favorite (US) army men from the '80s, the successor to the toy line that invented the term "action figure," but with extra doses of realism mixed in for that tasty immersive flavor. Here's a quick list of work that needs fulfilled: Tanks Set up for a variety of tracked vehicles with full modeled interiors and articulation. - Crew hatches will need to have at least three stages - open, turned out, and shut. Depending on vehicle, turned out may be split into two phases - turned out sitting and turned out standing - for a possible total of four. - Change displays and/or display focus of individual crewmen. E.g.: commander's screen changes from his top cam to the gunner's cam - stuff like that. - Performance. Climbing, speed, turning, etc. - Weapons. Specify what weapons are used and which crewmen will control them. Define firing rates, weapon change order, range, etc. Custom [some fictional] weapons will be needed; see "Ammo" below. Ammo Some vehicles in this mod will have unique weapons with unique ammo. We will need to define them and create them. Other Vehicles and Stuff There's plenty to do, including helis, cars, boats, and anything else that needs work. I have a good chunk of the models already, and quite a bit more in line waiting for me to create them. At the time of this post, I have these items semi-working ingame: 3 tanks 1 helicopter 4 cars 4 airplanes, including 3 VTOLs 1 boat 3 helmets Much more on the way! This is a paid opportunity! The more you're involved with the project, the more you get paid, so let's talk about getting some $$$$ into your dusty wallet! Fight for Freedom Rooster3D's Arma 3 Assets Promotional Images
  11. For my taste, I find way too much ammo in the game. Finding ammo should be harder or/and more expensive to craft. You should really have to think more if you open fire on someone (especially automatic weapons). Another point that came in mind are traps. Maybe bear traps in the woods or booby traps in buildings (of course with a slight visual indicator). In other ways things to look out and watch, while you run wild looting.
  12. Hi, I've just started to get in the modding scene for Arma 3. I'm starting off with the basics like config modifications. And I've made a lot of progress so far. However, I've been working on a new type of ammo that is roughly equivalent to artillery in power. Due to this I was hoping to have the same visual and sound effects of the 230 mm Rockets from the M5 Sandstorm MLRS play when the new round i'm working on impacts a surface/target. But I'm at a bit of loss of how to go about implementing that. Any advice or suggestions would greatly appreciated, thank you!
  13. Hey all, I'm, trying to find out the Ammo count of CfgMagazine objects in a vehicle/container. I know, I can retrieve the magazine from a container by using getMagazineCargo. However, this only returns the type of magazine and the total count of magazines... Nothing about the actual ammo in the magazines. I found that there now is a setMagazineAmmoCargo command which allows adding magazine with custom ammo count, which is great. Yet, I couldn't find a similar command, like the same as get, to solve my problem of knowing how much ammo is in the magazine in a container. I also tried a workaround with _unit action ["TakeMagazine", _container, _magazineString] to get the magazine and do a count outside the container... However, this only plays the "Take" animation but does nothing else. According to (old) posts, this action is broken. Sadly, the there exist posts reaching back to the Arma 2 days with the given questions and no answers could solve the problem. Maybe you've got some updates for me. Thanks!
  14. Hello, I'm trying to set up a script for an artillery to fire on a marker. I have found a script but I need to find the config name of the M4 scorchers ammo. Can somebody help?
  15. Hello. How do I remove a players Primary Weapon ammo/magazine? I used to replace all gear, items, and weapons but now I am experimenting with only replacing the primary weapon so players can still keep their custom uniforms. The following code works as planned but it still leaves the old primary weapons magazines in the players inventory. How do I get rid of them? Note: There is no way of telling what weapon a player may be using at any given time so its not like I can remove a specific ammo type. private ["_soldier"]; _soldier = _this select 0; if(local _soldier) then { // Remove Primary Weapon _soldier removeWeapon (primaryWeapon _soldier); // Add Primary Weapon _soldier addMagazines ["10Rnd_338_Mag",4]; _soldier addweapon "srifle_DMR_02_F"; _soldier addPrimaryWeaponItem "optic_Nightstalker"; _soldier addPrimaryWeaponItem "muzzle_snds_338_black"; _soldier addPrimaryWeaponItem "bipod_01_F_blk"; _soldier addPrimaryWeaponItem "acc_pointer_IR"; };
  16. Hello, I know it's been a topic before, I think at least it was. I would like to ask if it is possible to add a simple and easy to use way that allow players to refill/repack their used magazines? Very often I end up having multiple used and half empty mags in my inventory that become not only useless in a CQC situation but also dangerous and I can not trust in my weapon as much anymore. It's about realism, or maybe the "simulation" aspect I'm missing a little. And I hardly believe it is THAT complicated to realize. Just a simple thing like drag&drop one magazine over another and one gets filled... It's simple but a real life changer! Overall I'd like to imagine having an option to fill your magazine by your likings, like I can sort myself what round come in what order. Like I want every 3 rounds to be a tracer, or a green tracer and the next one is a red one, or I want 5 rounds super sonic, 5 subsonic... Maybe you have a change to do something like that :) LJ
  17. Hello friends, This is Dagger Weapons (and ballistics) for Arma 3. You can download it here: Armaholic: http://www.armaholic.com/page.php?id=30170 Steam Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=639464956 Six Updater: http://withsix.com/p/arma-3/mods/BwbgUy_jqEipuxRIarFMRg/Dagger-Weapons-for-Arma-3-%28and-ACE-3%29 It adds many new sniper rifles and a wide variety of ammo types, wich use ACE 3 Advanced Ballistics parameters. All ballistics data is based on real life coeficients and you can play the game using your real life ballistics calculator, as well as the ACE 3 ballistics hand held and rangecards. The rifles are based on the wonderful Bohemia´s sample models for Arma 2 and come with many added features like iron sights, rails, etc, and they are painted in many different realistic official camouflage patterns. There are also some hand painted rifles, made using sniper´s real life techniques. Manual, and signature included. No more LEA config file because people use Virtual Armoury now. I hope you enjoy playing Dagger Weapons & Ballistics just like I´ve enjoyed making it. Cheers! photo hosting Requirements ACE 3: http://www.armaholic.com/page.php?id=28557 CBA: http://www.armaholic.com/page.php?id=18767 Extra Notes There are optional configs allowing to use Dagger magazines with Massi weapons, SMA and the 3 RHS´s. BC´s come from Bryan Litz books and they were all set to G1 for the sake of comparison with other calibers with less info on them. Current Version V4. Invitation To My Fellow Moders Hey guys, if you make weapon mods and would like to add my ammo and magazines to your mods it would be an honor for me. Please, contact me so that we can advance this idea together! Special Thanks BI team, for the wonderful game, forums and sample models. Massi, for the iron sights. ACE team, for the the many sniper toys (like the Kestrel, Vec-21, tripod, etc). WG6, for the M24A2 idea. AR15 and Sniperhide forums, for the open minded discussions and mutual help. BI team, for the wonderful game, forums and sample models. Massi, for the iron sights. ACE team, for the the many sniper toys (like the Kestrel, Vec-21, tripod, etc). WG6, for the M24A2 idea. AR15 and Sniperhide forums, for the open minded discussions and mutual help. Team Dagger Digao.pf, beta tester, arts suggestions, military research, logo. ToreDL87, supporter. Irvin_Mainway, military research and beta tester. VekongMaster, military research, beta tester. Sorophx, Arma3 youtube video. Multiplaneta, mods research, Arma2 youtube video, beta tester , military research, animations. Feltz, beta tester. Dagger, project leader, 3D reticles, texture, specular and bump maps, manuals, FOV math, ballistics, configs, military research, beta tester. Changelog V1: First release. V2: Added bump maps and specular maps to the weapons, added new ammo types, improved the weapons 3D models. V3: Synced with Steam Workshop. V4: Shared a sudy on Arma 3 ballistics, revised the penetration and damage system, fixed some .308 BC´s, made the ammo SMA, RHS and Marksmen DLC compatible and removed the message at the startup, fixed some rifle dispersions, added different shot sounds, added HP ammo to .300 blackout and 6.8 SPC calibers, fixed assault rifles magazine muzzle velocities to match ACE rifle barrel length parameters. Reduced weapons mass to allow carrying them inside backpacks with other stuff.
  18. Dear all, As a huge fan of precision shooting, I think it’s time for me to start a thread about Official Military Sniper Rifles here in this forum. Therefore I'd like to share some of my knowledge about legendary Military Sniper Rifles with you all. I give you their Internal Ballistics (Rifle & Handload specification) and External Ballistics (Firing Solution & Hit Probability). Honestly I'm not a military guy and I haven't shot all these Military Sniper Rifles. But i totally did some thorough research on these rifles. I used "Quickload" software to calculate the Internal Ballistics stuff and I used some External Ballistics Calculator too for the External Ballistics stuff. I'm sure you guys know much better than me. So if there's anything that needs to be addressed, fixed, or added, just leave a comment. If there's a false information about these rifles, just tell me here in the thread. You guys can also add more military precision/sniper rifles here in this thread. I'm also sharing some of my videos to demonstrate the use of those rifles in Arma 3. Please check them all out & share them with others ;) and please leave some feedback for me.... So Let's the discussion begin ;) ============================================================================================================================================== ACCURACY INTERNATIONAL L115A3 Rifle Specification & Handload of AI AWM L115A3 & Berger 300 gr Hybrid OTM ammo --> https://drive.google.com/file/d/0B-evVfZruOxITGwybXB6dXdZWWM/view Rifle Specification & Handload of AI AWM L115A3 & Lapua 250 gr Lockbase ammo --> https://drive.google.com/open?id=0B-evVfZruOxIdkxTNW0ya0lUM1U Rifle Specification & Handload of AI AWM L115A3 & Sierra 300 gr MK ammo --> https://drive.google.com/open?id=0B-evVfZruOxIczktdmwzdGt1ejQ Internal Ballistics Calulation using Quickload --> https://drive.google.com/file/d/0B-evVfZruOxIdk43bTRUb21Wa2s/view Bullet Drop, Wind Drift, & Hit Probability --> https://drive.google.com/file/d/0B-evVfZruOxIZUk5R0ZnRzVzZ3c/view AI L115A3 (from Dagger mod) with Berger 300 gr Hybrid OTM ammo in Arma 3 --> ========================================================================================================================================== USMC M40A5 Rifle Specification & Handload of USMC M40A5 & M118LR ammo --> https://drive.google.com/file/d/0B-evVfZruOxIYjF1SUVUM1JtNUE/view Rifle Specification & Handload of USMC M40A5 & M852/M118SB ammo --> https://drive.google.com/open?id=0B-evVfZruOxITmQwWW1fbURjQkE Internal Ballistics Calulation using Quickload --> https://drive.google.com/file/d/0B-evVfZruOxIdk43bTRUb21Wa2s/view Bullet Drop, Wind Drift, & Hit Probability --> https://drive.google.com/file/d/0B-evVfZruOxIZ0VhRWE4ZndQVXM/view USMC M40A5 (from Dagger mod) with M118LR ammo in Arma 3 --> ====================================================================================================================================== REMINGTON M24 SWS Rifle Specification & Handload of Remington M24 SWS & M118LR ammo --> https://drive.google.com/file/d/0B-evVfZruOxIX1ZCWUJua0VLNnc/view Rifle Specification & Handload of Remington M24 SWS & M852/M118SB ammo --> https://drive.google.com/open?id=0B-evVfZruOxIUGwwN2lsQWtOT1k Internal Ballistics Calulation using Quickload --> https://drive.google.com/file/d/0B-evVfZruOxIdk43bTRUb21Wa2s/view Bullet Drop, Wind Drift, & Hit Probability --> https://drive.google.com/file/d/0B-evVfZruOxITThKQ3BGUEZQa28/view Remington M24 SWS (from Massi mod) with M118LR ammo in Arma 3 --> ======================================================================================================================================= REMINGTON MSR Rifle Specification & Handload of Remington MSR & M118LR ammo --> https://drive.google.com/file/d/0B-evVfZruOxIczd5eWoxWlRzb0E/view Rifle Specification & Handload of Remington MSR & M852/M118SB ammo --> https://drive.google.com/open?id=0B-evVfZruOxIaVRhTFl1YV92M00 Rifle Specification & Handload of Remington MSR & Sierra 300 gr MK ammo --> https://drive.google.com/open?id=0B-evVfZruOxIQUdHME5RaGlNeDQ Rifle Specification & Handload of Remington MSR & Lapua 250 gr Lockbase ammo --> https://drive.google.com/open?id=0B-evVfZruOxIcTdYS0oyZjlJX00 Internal Ballistics Calulation using Quickload --> https://drive.google.com/file/d/0B-evVfZruOxIdk43bTRUb21Wa2s/view Bullet Drop, Wind Drift, & Hit Probability --> https://drive.google.com/file/d/0B-evVfZruOxIQm5oMnJ3emhSd0k/view Remington MSR (from Red Hammer Studio mod) with M118LR ammo in Arma 3 --> ========================================================================================================================================== REMINGTON M24A2 Rifle Specification & Handload of Remington M24A2 & MK248 mod 0 ammo --> https://drive.google.com/file/d/0B-evVfZruOxIRDExVDRnSjhiXzQ/view Rifle Specification & Handload of Remington M24A2 & MK248 mod 1 ammo --> https://drive.google.com/open?id=0B-evVfZruOxIc1dSTVp4QlY0M1k Internal Ballistics Calulation using Quickload --> https://drive.google.com/file/d/0B-evVfZruOxIdk43bTRUb21Wa2s/view Bullet Drop, Wind Drift, & Hit Probability --> https://drive.google.com/file/d/0B-evVfZruOxITUxRNXlhUnR4NlU/view M24A2 --> Remington M24A2 (from Dagger mod) with MK248 mod 0 ammo in Arma 3--> =========================================================================================================================================== REMINGTON M2010 ESR Rifle Specification & Handload of the Remington M2010 ESR & MK248 mod 0 ammo --> https://drive.google.com/open?id=0B-evVfZruOxIVkZPWTlua3ZIS2M Rifle Specification & Handload of the Remington M2010 ESR & MK248 mod 1 ammo --> https://drive.google.com/open?id=0B-evVfZruOxIQlpRX3FiV3RkazQ Rifle Specification & Handload of the Remington M2010 ESR & Berger 230 gr OTM ammo --> https://drive.google.com/open?id=0B-evVfZruOxIUGpSWEVoQ1d0THc Internal Ballistics Calulation using Quickload --> https://drive.google.com/file/d/0B-evVfZruOxIdk43bTRUb21Wa2s/view Bullet Drop, Wind Drift, & Hit Probability --> https://drive.google.com/open?id=0B-evVfZruOxITlB6TVVhYlBTYU0 Remington M2010 ESR (from Red Hammer Studio mod) with MK248 mod 1 ammo in Arma 3 --> ========================================================================================================================================= NSWC MK13 MOD 0 Rifle Specification & Handload of the NSWC MK13 mod 0 & MK248 mod 0 ammo --> https://drive.google.com/open?id=0B-evVfZruOxISzEwSXEyLXdpVW8 Internal Ballistics Calulation using Quickload --> https://drive.google.com/file/d/0B-evVfZruOxIdk43bTRUb21Wa2s/view Bullet Drop, Wind Drift, & Hit Probability --> https://drive.google.com/open?id=0B-evVfZruOxIMnI4ZFlPNGYwWlk NSWC MK13 mod 0 (from Dagger mod) with MK248 mod 0 ammo in Arma 3 --> ======================================================================================================================================== NSWC MK13 MOD 5 Rifle Specification & Handload of the NSWC MK13 mod 5 & MK248 mod 0 ammo --> https://drive.google.com/open?id=0B-evVfZruOxIaVV1X1o0dmZINmc Rifle Specification & Handload of the NSWC MK13 mod 5 & MK248 mod 1 ammo --> https://drive.google.com/open?id=0B-evVfZruOxIeE9Kc1NqaTB4TnM Internal Ballistics Calulation using Quickload --> https://drive.google.com/file/d/0B-evVfZruOxIdk43bTRUb21Wa2s/view Bullet Drop, Wind Drift, & Hit Probability --> https://drive.google.com/open?id=0B-evVfZruOxIcjlEU2tmdDlCSFU NSWC MK13 mod 5 (from Dagger mod) with MK248 mod 0 ammo in Arma 3 --> =================================================================================================================================== MCMILLAN TAC338 Rifle Specification & Handload of the Mcmillan TAC338 & BlackHills 300 gr ammo --> https://drive.google.com/file/d/0B-evVfZruOxIT29abTg0a2VmUjg/view Internal Ballistics Calulation using Quickload --> https://drive.google.com/file/d/0B-evVfZruOxIdk43bTRUb21Wa2s/view Bullet Drop, Wind Drift, & Hit Probability --> https://drive.google.com/file/d/0B-evVfZruOxITHlYeVdzekJxYW8/view TAC338 (from Dagger mod) with Sierra 300 gr MK ammo in Arma 3 --> ======================================================================================================================================== MCMILLAN TAC50 Rifle Specification & Handload of the McMillan TAC50 & Hornady 750 gr Amax ammo --> https://drive.google.com/open?id=0B-evVfZruOxISVpISjB1Wld0OW8 Internal Ballistics Calulation using Quickload --> https://drive.google.com/file/d/0B-evVfZruOxIdk43bTRUb21Wa2s/view Bullet Drop, Wind Drift, & Hit Probability --> https://drive.google.com/open?id=0B-evVfZruOxIUi1UTkppQmF0Y00 McMillan TAC50 with Hornady 750 gr Amax ammo in Arma 3 --> ================================================================================================================================================ CHEYTAC M200 INTERVENTION Rifle Specification & Handload of CheyTac M200 Intervention & CheyTac 419 gr Lost River ammo --> https://drive.google.com/file/d/0B-evVfZruOxIMkpsblJXLURuTVU/view Rifle Specification & Handload of CheyTac M200 Intervention & CheyTac 350 gr Lost River ammo --> https://drive.google.com/open?id=0B-evVfZruOxIei0xT2xjcDgxOVk Internal Ballistics Calulation using Quickload --> https://drive.google.com/file/d/0B-evVfZruOxIdk43bTRUb21Wa2s/view Bullet Drop, Wind Drift, & Hit Probability --> https://drive.google.com/file/d/0B-evVfZruOxIMFFKS0ZoWEN5c1U/view CheyTac M200 Intervention (vanilla gun) with CheyTac 419 gr Lost River ammo in Arma 3 --> ======================================================================================================================================= PGM HECATE 2 Rifle Specification & Handload of PGM Hecate 2 & Hornady 750 gr Amax --> https://drive.google.com/file/d/0B-evVfZruOxISHNyRGt0bHZ4MGM/view Internal Ballistics Calulation using Quickload --> https://drive.google.com/file/d/0B-evVfZruOxIdk43bTRUb21Wa2s/view Bullet Drop, Wind Drift, & Hit Probability --> https://drive.google.com/file/d/0B-evVfZruOxIamlaa0h4TFcxRVk/view PGM Hecate 2 (from R3F mod) with Hornady 750 gr Amax ammo in Arma 3 --> =============================================================================================================================================== WINCHESTER MODEL 70 Rifle Specification & Handload of the Winchester Model 70 & M72 ammo --> https://drive.google.com/open?id=0B-evVfZruOxIaVpQUUR0NzM1Vzg Internal Ballistics Calulation using Quickload --> https://drive.google.com/file/d/0B-evVfZruOxIdk43bTRUb21Wa2s/view Bullet Drop, Wind Drift, & Hit Probability --> https://drive.google.com/open?id=0B-evVfZruOxIOS15elFTdmJVakE Winchester Model 70 (from Dagger mod) with M72 ammo in Arma 3 --> =========================================================================================================================================== DRAGUNOV SVDS Rifle Specification & Handload of Dragunov SVDS & 7N1 ammo --> https://drive.google.com/file/d/0B-evVfZruOxIS09BNU5sc3B1Uzg/view Internal Ballistics Calulation using Quickload --> https://drive.google.com/file/d/0B-evVfZruOxIdk43bTRUb21Wa2s/view Bullet Drop, Wind Drift, & Hit Probability --> https://drive.google.com/file/d/0B-evVfZruOxIUlVVa29ZQ0x6SzQ/view Dragunov SVDS (from Red Hammer Studio mod) with 7N1 ammo in Arma 3 --> ====================================================================================================================================== USMC SAM-R Rifle Specification & Handload of USMC SAM-R & MK262 mod 1 ammo --> https://drive.google.com/file/d/0B-evVfZruOxIQkp0eEpfU29RSkk/view Internal Ballistics Calulation using Quickload --> https://drive.google.com/file/d/0B-evVfZruOxIdk43bTRUb21Wa2s/view Bullet Drop, Wind Drift, & Hit Probability --> https://drive.google.com/file/d/0B-evVfZruOxIaDRmcENBckNzZVE/view USMC SAM-R (from Robert Hammer mod) with MK262 mod 1 ammo in Arma 3 --> ============================================================================================================================= KNIGHT ARMAMENT COMPANY SR-25 Rifle Specification & Handload of KAC SR-25 & M118LR ammo --> https://drive.google.com/file/d/0B-evVfZruOxIOWlTV29BRF9RR28/view Internal Ballistics Calulation using Quickload --> https://drive.google.com/file/d/0B-evVfZruOxIdk43bTRUb21Wa2s/view Bullet Drop, Wind Drift, & Hit Probability --> https://drive.google.com/file/d/0B-evVfZruOxINXZZSFo5eXp5Y2c/view KAC SR-25 (from Red Hammer Studio mod) with M118LR ammo in Arma 3 --> ===================================================================================================================================== KNIGHT ARMAMENT COMPANY M110 Rifle Specification & Handload of KAC M110 & M118LR ammo --> https://drive.google.com/file/d/0B-evVfZruOxIVDV3bEQwbGgtR0k/view Internal Ballistics Calulation using Quickload --> https://drive.google.com/file/d/0B-evVfZruOxIdk43bTRUb21Wa2s/view Bullet Drop, Wind Drift, & Hit Probability --> https://drive.google.com/file/d/0B-evVfZruOxIUHFsTWpKQ2JDMEk/view KAC M110 (from Massi mod) with M118LR ammo in Arma 3 --> ============================================================================================================================================ NSWC MK12 MOD 1 SPR Rifle Specification & Handload of NSWC MK12 mod 1 SPR & MK262 mod 1 ammo --> https://drive.google.com/file/d/0B-evVfZruOxINGV2Z2k5X3UzSkU/view Internal Ballistics Calulation using Quickload --> https://drive.google.com/file/d/0B-evVfZruOxIdk43bTRUb21Wa2s/view Bullet Drop, Wind Drift, & Hit Probability --> https://drive.google.com/file/d/0B-evVfZruOxINjhiZjhEdkZZbkE/view NSWC MK12 mod 1 SPR (from Robert Hammer mod) with MK262 mod 1 ammo in Arma 3 --> BARRETT M107 Rifle Specification & Handload of Barrett M107 & MK211 mod 0 Raufoss ammo --> https://drive.google.com/file/d/0B-evVfZruOxISkZjQWwtbjJoWHc/view Internal Ballistics Calulation using Quickload --> https://drive.google.com/file/d/0B-evVfZruOxIdk43bTRUb21Wa2s/view Bullet Drop, Wind Drift, & Hit Probability --> https://drive.google.com/file/d/0B-evVfZruOxIZ3NDa3FRRXBIMG8/view Barrett M107 (from Massi mod) with MK211 mod 0 Raufoss ammo in Arma 3 --> ======================================================================================================================================== HECKLER&KOCH HK417 Rifle Specification & Handload of H&K HK417 & M118LR ammo --> https://drive.google.com/file/d/0B-evVfZruOxIRFFUdDdpdUo4Tkk/view Internal Ballistics Calulation using Quickload --> https://drive.google.com/file/d/0B-evVfZruOxIdk43bTRUb21Wa2s/view Bullet Drop, Wind Drift, & Hit Probability --> https://drive.google.com/file/d/0B-evVfZruOxIWEtrc2llbXFaeDg/view H&K HK417 (from Massi mod) with M118LR ammo in Arma 3 --> ============================================================================================================================================ I think that's all the info i got for now. I promise you that I'll add more rifle specs later. If you have any question, just ask me here. If you wanna add more rifle here, feel very free to do it ^_^ And If you got some time, i hope you can check out my non-commercial youtube channel --> https://www.youtube.com/channel/UCx6ZpuRmlNlAhAgha9zthbw it's a non-commercial channel exclusively all about Arma 3 ACE3 Sniper videos. i always put all the complete weapon specification & ballistics analysis in the video description. i hope you all can learn long range precision shooting from that channel. Good Shooting!!! -Best Sniper Simulator-
  19. Hello I juste want to know how to take of the ammo of this gun -- > Because I want the minigun but I don't want to have this gun so please help me ^^ (Sorry if my English is bad I am french)
  20. Hello guys, im currently searching for the new Jets Dlc wepaons class names, so far, that ones from the class names West,Indipendent,Opfor are missing. https://community.bistudio.com/wiki/Arma_3_CfgVehicles_WEST It says, theyve only got "3" Weapons: 1x magazine_Fighter01_Gun20mm_AA_x450 1x Laserbatteries 1x 240Rnd_CMFlare_Chaff_Magazine so indeed thats not all. Where can I find the missing class names? Would be very nice, if some one could help me. Greetings
  21. I'm inquiring as to how to give the c130 gunships from USAF mod ammo because when I use the ac 130 mode from the CAS tab, I could loiter and connect to the camera/guns, but get zero ammo. A console error led me to the file: mcc_sandbox_mod\mcc\dialogs\mcc_playerconsole3_init.sqf line 101. All i want to know is how to make ammo available for the ac130 mode under CAS tab and not the AC130 tab which spawns the blackfish...//AmmosetVehicleAmmoMCC_ConsoleACAmmo = [["20mm",_uav ammo "gatling_20mm_VTOL_01","4000Rnd_20mm_Tracer_Red_shells","B_20mm_Tracer_Red"],["40mm",((crew _uav) select 3) ammo "HE","240Rnd_40mm_GPR_Tracer_Red_shells","B_40mm_GPR_Tracer_Red"],["105mm",_uav ammo "cannon_105mm_VTOL_01","100Rnd_105mm_HEAT_MP","Sh_105mm_HEAT_MP"]];ctrlSetText [MCC_CONSOLE_AC_MISSILE_COUNT, ("20mm: " + str (_uav ammo "gatling_20mm_VTOL_01"))];ctrlSetText [MCC_CONSOLE_AC_MISSILE_COUNT2, ("40mm: " + str (((crew _uav) select 3) ammo "HE"))];ctrlSetText [MCC_CONSOLE_AC_MISSILE_COUNT3, ("105mm: " + str (_uav ammo "cannon_105mm_VTOL_01"))];
  22. Hello I juste want to know how to take of the ammo of this gun -- > Because I want the minigun but I don't want to have this gun so please help me ^^ (Sorry if my English is bad I am french)
  23. Hi, can somebody point me to right config file that include Mk-1 EMR magazine settings (bullet amount e.t.c.) i tried to search in "weapons_f.pbo" , "weapons_f_beta.pbo" and "weapons_f_mark.pbo" but still cannot find proper config file :( Thanks for help!
  24. I'm looking for comments, what you all think, I know maybe a little overkill with removing items,ammo,uniform and what not, but it's part of my chasing down the bis bug warning (that i know is a waste f my time), but it's my OCD So don't hate me. TAG_FNC_Rifleman = { params ["_player"]; _player = player; removeAllWeapons _player; removeAllAssignedItems _player; removeAllItemsWithMagazines _player; removeHeadgear _player; removeGoggles _player; removeAllContainers _player; {_player removeitem _x} forEach items _player; { _player removeMagazineGlobal _x; } forEach magazines _player; { _player linkItem _x; } forEach ["ItemGPS", "ItemWatch", "ItemRadio", "ItemMap", "ItemCompass"]; removeUniform _player; _player forceAddUniform (["U_B_CTRG_1","U_B_CTRG_2","U_B_CTRG_3"] call BIS_fnc_selectRandom); _player addVest (["V_Chestrig_khk", "V_Chestrig_rgr", "V_Chestrig_oli", "V_TacVest_camo", "V_TacVest_khk", "V_TacVest_oli"] call BIS_fnc_selectRandom); _player addHeadgear (["H_HelmetSpecB_blk" ,"H_HelmetB_plain_mcamo"] call BIS_fnc_selectRandom); _player addGoggles "G_Balaclava_combat"; clearAllItemsFromBackpack _player; removeBackpack _player; _player addBackpack (["B_AssaultPack_blk", "B_TacticalPack_mcamo", "B_OutdoorPack_tan","B_Kitbag_cbr"] call BIS_fnc_selectRandom); (uniformContainer _player) addItemCargoGlobal ["FirstAidKit", 2]; (vestContainer _player) addMagazineCargoGlobal ["HandGrenade", (3 + floor random 2)]; (vestContainer _player) addMagazineCargoGlobal ["Chemlight_blue", (2 + floor random 2)]; (unitBackpack _player) addMagazineCargoGlobal ["MiniGrenade", (3 + floor random 2)]; (unitBackpack _player) addMagazineCargoGlobal ["SmokeShell", (3 + floor random 2)]; (unitBackpack _player) addMagazineCargoGlobal ["30Rnd_556x45_Stanag_Tracer_Green", (7 + floor random 3)]; _player addWeapon (["arifle_TRG21_F", "arifle_TRG20_F", "arifle_Mk20_plain_F", "arifle_Mk20_F", "arifle_Mk20C_F", "arifle_Mk20C_plain_F"] call BIS_fnc_selectRandom); _player addPrimaryWeaponItem "acc_flashlight"; [_player] call loadChange; }; TAG_FNC_Grenadier = { params ["_player"]; _player = player; removeAllWeapons _player; removeAllAssignedItems _player; removeAllItemsWithMagazines _player; removeHeadgear _player; removeGoggles _player; removeAllContainers _player; {_player removeitem _x} forEach items _player; { _player removeMagazineGlobal _x; } forEach magazines _player; { _player linkItem _x; } forEach ["ItemGPS", "ItemWatch", "ItemRadio", "ItemMap", "ItemCompass"]; removeUniform _player; _player forceAddUniform (["U_B_CTRG_1","U_B_CTRG_2","U_B_CTRG_3"] call BIS_fnc_selectRandom); _player addVest (["V_PlateCarrierGL_blk", "V_PlateCarrierGL_mtp", "V_PlateCarrierIAGL_oli"] call BIS_fnc_selectRandom); _player addHeadgear (["H_HelmetSpecB_blk" ,"H_HelmetB_plain_mcamo"] call BIS_fnc_selectRandom); _player addGoggles "G_Shades_Red"; clearAllItemsFromBackpack _player; removeBackpack _player; _player addBackpack (["B_Carryall_ocamo_Exp","B_Carryall_cbr", "B_Carryall_mcamo"] call BIS_fnc_selectRandom); (uniformContainer _player) addItemCargoGlobal ["FirstAidKit", 2]; (vestContainer _player) addMagazineCargoGlobal ["HandGrenade", (3 + floor random 2)]; (vestContainer _player) addMagazineCargoGlobal ["Chemlight_blue", (2 + floor random 2)]; (unitBackpack _player) addMagazineCargoGlobal ["SmokeShell", (3 + floor random 2)]; (unitBackpack _player) addMagazineCargoGlobal ["1Rnd_HE_Grenade_shell", (5 + floor random 3)]; (unitBackpack _player) addMagazineCargoGlobal ["30Rnd_556x45_Stanag_Tracer_Green", (7 + floor random 3)]; _player addWeapon "arifle_TRG21_GL_F"; _player addPrimaryWeaponItem "optic_Hamr"; _player addPrimaryWeaponItem "acc_flashlight"; [_player] call loadChange; }; TAG_FNC_Engineer = { params ["_player"]; _player = player; removeAllWeapons _player; removeAllAssignedItems _player; removeAllItemsWithMagazines _player; removeHeadgear _player; removeGoggles _player; removeAllContainers _player; {_player removeitem _x} forEach items _player; { _player removeMagazineGlobal _x; } forEach magazines _player; { _player linkItem _x; } forEach ["ItemGPS", "ItemWatch", "ItemRadio", "ItemMap", "ItemCompass"]; removeUniform _player; _player forceAddUniform (["U_B_CTRG_1","U_B_CTRG_2","U_B_CTRG_3"] call BIS_fnc_selectRandom); _player addVest (["V_Chestrig_khk", "V_Chestrig_rgr", "V_Chestrig_oli", "V_TacVest_camo", "V_TacVest_khk", "V_TacVest_oli"] call BIS_fnc_selectRandom); _player addHeadgear (["H_HelmetSpecB_blk" ,"H_HelmetB_plain_mcamo"] call BIS_fnc_selectRandom); _player addGoggles "G_Bandanna_beast"; clearAllItemsFromBackpack _player; removeBackpack _player; _player addBackpack (["B_Carryall_ocamo_Exp","B_Carryall_cbr", "B_Carryall_mcamo"] call BIS_fnc_selectRandom); (uniformContainer _player) addItemCargoGlobal ["FirstAidKit", 2]; (vestContainer _player) addMagazineCargoGlobal ["HandGrenade", (3 + floor random 2)]; (vestContainer _player) addMagazineCargoGlobal ["Chemlight_blue", (2 + floor random 2)]; (unitBackpack _player) addMagazineCargoGlobal ["MiniGrenade", (3 + floor random 2)]; (unitBackpack _player) addMagazineCargoGlobal ["SmokeShell", (3 + floor random 2)]; (unitBackpack _player) addMagazineCargoGlobal ["30Rnd_9x21_Red_Mag", (7 + floor random 3)]; (unitBackpack _player) addMagazineCargoGlobal ["11Rnd_45ACP_Mag", (4 + floor random 2)]; (unitBackpack _player) addMagazineCargoGlobal ["APERSTripMine_Wire_Mag", 1]; (unitBackpack _player) addMagazineCargoGlobal ["SLAMDirectionalMine_Wire_Mag", 1]; (unitBackpack _player) addItemCargoGlobal ["FirstAidKit", 1]; (unitBackpack _player) addMagazineCargoGlobal ["16Rnd_9x21_Mag", 3]; _player addWeapon "hgun_PDW2000_F"; _player addPrimaryWeaponItem "muzzle_snds_L"; _player addPrimaryWeaponItem "optic_Hamr"; _player addPrimaryWeaponItem "acc_flashlight"; _player addWeapon "hgun_Pistol_heavy_01_F"; _player addHandgunItem "muzzle_snds_acp"; _player addHandgunItem "optic_MRD"; _player addWeapon "rangefinder"; [_player] call loadChange; }; TAG_FNC_AutoRifleman = { params ["_player"]; _player = player; removeAllWeapons _player; removeAllAssignedItems _player; removeAllItemsWithMagazines _player; removeHeadgear _player; removeGoggles _player; removeAllContainers _player; {_player removeitem _x} forEach items _player; { _player removeMagazineGlobal _x; } forEach magazines _player; { _player linkItem _x; } forEach ["ItemGPS", "ItemWatch", "ItemRadio", "ItemMap", "ItemCompass"]; removeUniform _player; _player forceAddUniform (["U_B_CTRG_1","U_B_CTRG_2","U_B_CTRG_3"] call BIS_fnc_selectRandom); _player addVest (["V_Chestrig_khk", "V_Chestrig_rgr", "V_Chestrig_oli", "V_TacVest_camo", "V_TacVest_khk", "V_TacVest_oli"] call BIS_fnc_selectRandom); _player addHeadgear (["H_HelmetSpecB_blk" ,"H_HelmetB_plain_mcamo"] call BIS_fnc_selectRandom); _player addGoggles "G_Sport_Blackyellow"; clearAllItemsFromBackpack _player; removeBackpack _player; _player addBackpack (["B_Carryall_ocamo_Exp","B_Carryall_cbr", "B_Carryall_mcamo"] call BIS_fnc_selectRandom); (uniformContainer _player) addItemCargoGlobal ["FirstAidKit", 2]; (vestContainer _player) addMagazineCargoGlobal ["SmokeShell", (3 + floor random 2)]; (vestContainer _player) addMagazineCargoGlobal ["Chemlight_blue", (2 + floor random 2)]; (unitBackpack _player) addMagazineCargoGlobal ["200Rnd_65x39_cased_Box_Tracer", (4 + floor random 2)]; (unitBackpack _player) addMagazineCargoGlobal ["HandGrenade", (3 + floor random 2)]; (unitBackpack _player) addMagazineCargoGlobal ["MiniGrenade", (3 + floor random 2)]; _player addWeapon "LMG_Mk200_F"; _player addPrimaryWeaponItem "acc_flashlight"; [_player] call loadChange; }; TAG_FNC_AT_Light = { params ["_player"]; _player = player; removeAllWeapons _player; removeAllAssignedItems _player; removeAllItemsWithMagazines _player; removeHeadgear _player; removeGoggles _player; removeAllContainers _player; {_player removeitem _x} forEach items _player; { _player removeMagazineGlobal _x; } forEach magazines _player; { _player linkItem _x; } forEach ["ItemGPS", "ItemWatch", "ItemRadio", "ItemMap", "ItemCompass"]; removeUniform _player; _player forceAddUniform (["U_B_CTRG_1","U_B_CTRG_2","U_B_CTRG_3"] call BIS_fnc_selectRandom); _player addVest (["V_Chestrig_khk", "V_Chestrig_rgr", "V_Chestrig_oli", "V_TacVest_camo", "V_TacVest_khk", "V_TacVest_oli"] call BIS_fnc_selectRandom); _player addHeadgear (["H_HelmetSpecB_blk" ,"H_HelmetB_plain_mcamo"] call BIS_fnc_selectRandom); _player addGoggles "G_Sport_Red"; clearAllItemsFromBackpack _player; removeBackpack _player; _player addBackpack (["B_Carryall_ocamo_Exp","B_Carryall_cbr", "B_Carryall_mcamo"] call BIS_fnc_selectRandom); (uniformContainer _player) addItemCargoGlobal ["FirstAidKit", 2]; (uniformContainer _player) addMagazineCargoGlobal ["MiniGrenade", (3 + floor random 2)]; (vestContainer _player) addMagazineCargoGlobal ["SmokeShell", (3 + floor random 2)]; (vestContainer _player) addMagazineCargoGlobal ["Chemlight_blue", (2 + floor random 2)]; (unitBackpack _player) addMagazineCargoGlobal ["HandGrenade", (3 + floor random 2)]; (unitBackpack _player) addMagazineCargoGlobal ["100Rnd_65x39_caseless_mag_Tracer", (4 + floor random 2)]; (unitBackpack _player) addMagazineCargoGlobal ["30Rnd_65x39_caseless_mag_Tracer", (4 + floor random 2)]; (unitBackpack _player) addMagazineCargoGlobal ["RPG32_HE_F",3]; _player addWeapon "arifle_MX_SW_F"; _player addPrimaryWeaponItem "acc_flashlight"; _player addPrimaryWeaponItem "optic_Arco"; _player addWeapon "launch_RPG32_F"; [_player] call loadChange; }; TAG_FNC_Sapper = { params ["_player"]; _player = player; removeAllWeapons _player; removeAllAssignedItems _player; removeAllItemsWithMagazines _player; removeHeadgear _player; removeGoggles _player; removeAllContainers _player; {_player removeitem _x} forEach items _player; { _player removeMagazineGlobal _x; } forEach magazines _player; { _player linkItem _x; } forEach ["ItemGPS", "ItemWatch", "ItemRadio", "ItemMap", "ItemCompass"]; removeUniform _player; _player forceAddUniform (["U_B_CTRG_1","U_B_CTRG_2","U_B_CTRG_3"] call BIS_fnc_selectRandom); _player addVest (["V_Chestrig_khk", "V_Chestrig_rgr", "V_Chestrig_oli", "V_TacVest_camo", "V_TacVest_khk", "V_TacVest_oli"] call BIS_fnc_selectRandom); _player addHeadgear (["H_HelmetSpecB_blk" ,"H_HelmetB_plain_mcamo"] call BIS_fnc_selectRandom); _player addGoggles "G_Shades_Green"; clearAllItemsFromBackpack _player; removeBackpack _player; _player addBackpack (["B_Carryall_ocamo_Exp","B_Carryall_cbr", "B_Carryall_mcamo"] call BIS_fnc_selectRandom); (uniformContainer _player) addItemCargoGlobal ["FirstAidKit", 2]; (vestContainer _player) addMagazineCargoGlobal ["SmokeShellRed", (2 + floor random 2)]; (vestContainer _player) addMagazineCargoGlobal ["SmokeShellOrange", (2 + floor random 2)]; (vestContainer _player) addMagazineCargoGlobal ["Chemlight_green", (2 + floor random 2)]; (vestContainer _player) addMagazineCargoGlobal ["Chemlight_blue", (2 + floor random 2)]; (unitBackpack _player) addMagazineCargoGlobal ["HandGrenade", (3 + floor random 2)]; (unitBackpack _player) addMagazineCargoGlobal ["MiniGrenade", (3 + floor random 2)]; (unitBackpack _player) addMagazineCargoGlobal ["SmokeShell", (3 + floor random 2)]; (unitBackpack _player) addMagazineCargoGlobal ["11Rnd_45ACP_Mag", (4 + floor random 2)]; (unitBackpack _player) addMagazineCargoGlobal ["30Rnd_9x21_Red_Mag", (4 + floor random 2)]; (unitBackpack _player) addMagazineCargoGlobal ["APERSTripMine_Wire_Mag",3]; (unitBackpack _player) addMagazineCargoGlobal ["SLAMDirectionalMine_Wire_Mag", 3]; _player addWeapon "hgun_PDW2000_F"; _player addPrimaryWeaponItem "muzzle_snds_L"; _player addPrimaryWeaponItem "optic_Hamr"; _player addPrimaryWeaponItem "acc_flashlight"; _player addWeapon "hgun_Pistol_heavy_01_F"; _player addHandgunItem "optic_MRD"; [_player] call loadChange; }; TAG_FNC_Recon = { params ["_player"]; _player = player; removeAllWeapons _player; removeAllAssignedItems _player; removeAllItemsWithMagazines _player; removeHeadgear _player; removeGoggles _player; removeAllContainers _player; {_player removeitem _x} forEach items _player; { _player removeMagazineGlobal _x; } forEach magazines _player; { _player linkItem _x; } forEach ["ItemGPS", "ItemWatch", "ItemRadio", "ItemMap", "ItemCompass"]; removeUniform _player; _player forceAddUniform (["U_B_CTRG_1","U_B_CTRG_2","U_B_CTRG_3"] call BIS_fnc_selectRandom); _player addVest (["V_Chestrig_khk", "V_Chestrig_rgr", "V_Chestrig_oli", "V_TacVest_camo", "V_TacVest_khk", "V_TacVest_oli"] call BIS_fnc_selectRandom); _player addHeadgear (["H_HelmetSpecB_blk" ,"H_HelmetB_plain_mcamo"] call BIS_fnc_selectRandom); _player addGoggles "G_Shades_Green"; clearAllItemsFromBackpack _player; removeBackpack _player; _player addBackpack (["B_AssaultPack_blk", "B_TacticalPack_mcamo", "B_OutdoorPack_tan","B_Kitbag_cbr"] call BIS_fnc_selectRandom); (uniformContainer _player) addItemCargoGlobal ["FirstAidKit", 2]; (uniformContainer _player) addMagazineCargoGlobal ["Chemlight_blue", (2 + floor random 2)]; (vestContainer _player) addMagazineCargoGlobal ["Chemlight_green", (2 + floor random 2)]; (vestContainer _player) addMagazineCargoGlobal["SmokeShellRed", (2 + floor random 2)]; (vestContainer _player) addMagazineCargoGlobal ["SmokeShellOrange", (2 + floor random 2)]; (unitBackpack _player) addMagazineCargoGlobal ["HandGrenade", (3 + floor random 2)]; (unitBackpack _player) addMagazineCargoGlobal ["MiniGrenade", (3 + floor random 2)]; (unitBackpack _player) addMagazineCargoGlobal ["SmokeShell", (3 + floor random 2)]; (unitBackpack _player) addMagazineCargoGlobal ["30Rnd_9x21_Red_Mag", (7 + floor random 3)]; (unitBackpack _player) addMagazineCargoGlobal ["16Rnd_9x21_yellow_Mag", (4 + floor random 2)]; (unitBackpack _player) addMagazineCargoGlobal ["SLAMDirectionalMine_Wire_Mag", 2]; (unitBackpack _player) addMagazineCargoGlobal ["IEDLandSmall_Remote_Mag", 2]; _player addWeapon "SMG_02_F"; _player addPrimaryWeaponItem "muzzle_snds_L"; _player addPrimaryWeaponItem "acc_flashlight"; _player addPrimaryWeaponItem "optic_MRCO"; _player addWeapon "hgun_P07_F"; _player addHandgunItem "muzzle_snds_L"; [_player] call loadChange; }; TAG_FNC_SpecialF = { params ["_player"]; _player = player; removeAllWeapons _player; removeAllAssignedItems _player; removeAllItemsWithMagazines _player; removeHeadgear _player; removeGoggles _player; removeAllContainers _player; {_player removeitem _x} forEach items _player; { _player removeMagazineGlobal _x; } forEach magazines _player; { _player linkItem _x; } forEach ["ItemGPS", "ItemWatch", "ItemRadio", "ItemMap", "ItemCompass"]; removeUniform _player; _player forceAddUniform (["U_B_CTRG_1","U_B_CTRG_2","U_B_CTRG_3"] call BIS_fnc_selectRandom); _player addVest (["V_Chestrig_khk", "V_Chestrig_rgr", "V_Chestrig_oli", "V_TacVest_camo", "V_TacVest_khk", "V_TacVest_oli"] call BIS_fnc_selectRandom); _player addHeadgear (["H_HelmetSpecB_blk" ,"H_HelmetB_plain_mcamo"] call BIS_fnc_selectRandom); _player addGoggles "G_Shades_Green"; clearAllItemsFromBackpack _player; removeBackpack _player; _player addBackpack (["B_Carryall_ocamo_Exp","B_Carryall_cbr", "B_Carryall_mcamo"] call BIS_fnc_selectRandom); (uniformContainer _player) addItemCargoGlobal ["FirstAidKit", 2]; (vestContainer _player) addMagazineCargoGlobal ["SmokeShell", (3 + floor random 2)]; (vestContainer _player) addMagazineCargoGlobal ["Chemlight_blue", (2 + floor random 2)]; (unitBackpack _player) addMagazineCargoGlobal ["HandGrenade", (3 + floor random 2)]; (unitBackpack _player) addMagazineCargoGlobal ["MiniGrenade", (3 + floor random 2)]; (unitBackpack _player) addMagazineCargoGlobal ["16Rnd_9x21_yellow_Mag", (4 + floor random 2)]; (unitBackpack _player) addMagazineCargoGlobal ["30Rnd_9x21_Red_Mag", (5 + floor random 3)]; (unitBackpack _player) addMagazineCargoGlobal ["IEDLandBig_Remote_Mag", 2]; (unitBackpack _player) addItemCargoGlobal ["MineDetector", 1]; _player addWeapon "SMG_02_F"; _player addPrimaryWeaponItem "muzzle_snds_L"; _player addPrimaryWeaponItem "acc_flashlight"; _player addPrimaryWeaponItem "optic_Hamr"; _player addWeapon "hgun_P07_F"; _player addHandgunItem "muzzle_snds_L"; [_player] call loadChange; }; TAG_FNC_AT_Heavy = { params ["_player"]; _player = player; removeAllWeapons _player; removeAllAssignedItems _player; removeAllItemsWithMagazines _player; removeHeadgear _player; removeGoggles _player; removeAllContainers _player; {_player removeitem _x} forEach items _player; { _player removeMagazineGlobal _x; } forEach magazines _player; { _player linkItem _x; } forEach ["ItemGPS", "ItemWatch", "ItemRadio", "ItemMap", "ItemCompass"]; removeUniform _player; _player forceAddUniform (["U_B_CTRG_1","U_B_CTRG_2","U_B_CTRG_3"] call BIS_fnc_selectRandom); _player addVest (["V_Chestrig_khk", "V_Chestrig_rgr", "V_Chestrig_oli", "V_TacVest_camo", "V_TacVest_khk", "V_TacVest_oli"] call BIS_fnc_selectRandom); _player addHeadgear (["H_HelmetSpecB_blk" ,"H_HelmetB_plain_mcamo"] call BIS_fnc_selectRandom); _player addGoggles "G_Shades_Green"; clearAllItemsFromBackpack _player; removeBackpack _player; _player addBackpack (["B_Carryall_ocamo_Exp","B_Carryall_cbr", "B_Carryall_mcamo"] call BIS_fnc_selectRandom); (uniformContainer _player) addItemCargoGlobal ["FirstAidKit", 2]; (uniformContainer _player) addMagazineCargoGlobal ["Chemlight_blue", (2 + floor random 2)]; (VestContainer _player) addMagazineCargoGlobal ["UGL_FlareCIR_F", (2 + floor random 2)]; (VestContainer _player) addMagazineCargoGlobal ["Chemlight_green", (2 + floor random 2)]; (VestContainer _player) addMagazineCargoGlobal ["3Rnd_HE_Grenade_shell", 2]; (unitBackpack _player) addMagazineCargoGlobal ["HandGrenade", (3 + floor random 2)]; (unitBackpack _player) addMagazineCargoGlobal ["MiniGrenade", (3 + floor random 2)]; (unitBackpack _player) addMagazineCargoGlobal ["SmokeShell", (3 + floor random 2)]; (unitBackpack _player) addMagazineCargoGlobal ["SmokeShellRed", (2 + floor random 2)]; (unitBackpack _player) addMagazineCargoGlobal ["3Rnd_HE_Grenade_shell", (5 + floor random 3)]; (unitBackpack _player) addMagazineCargoGlobal ["30Rnd_65x39_caseless_mag", (7 + floor random 3)]; (unitBackpack _player) addMagazineCargoGlobal ["16Rnd_9x21_yellow_Mag", (4 + floor random 2)]; (unitBackpack _player) addMagazineCargoGlobal ["RPG32_HE_F", 3]; _player addWeapon "arifle_MX_GL_Black_F"; _player addPrimaryWeaponItem "acc_flashlight"; _player addPrimaryWeaponItem "optic_Hamr"; _player addWeapon "launch_RPG32_F"; _player addWeapon "hgun_P07_F"; _player addHandgunItem "muzzle_snds_L"; [_player] call loadChange; }; TAG_FNC_Marksman = { params ["_player"]; _player = player; removeAllWeapons _player; removeAllAssignedItems _player; removeAllItemsWithMagazines _player; removeHeadgear _player; removeGoggles _player; removeAllContainers _player; {_player removeitem _x} forEach items _player; { _player removeMagazineGlobal _x; } forEach magazines _player; { _player linkItem _x; } forEach ["ItemGPS", "ItemWatch", "ItemRadio", "ItemMap", "ItemCompass"]; removeUniform _player; _player forceAddUniform (["U_B_CTRG_1","U_B_CTRG_2","U_B_CTRG_3"] call BIS_fnc_selectRandom); _player addVest (["V_Chestrig_khk", "V_Chestrig_rgr", "V_Chestrig_oli", "V_TacVest_camo", "V_TacVest_khk", "V_TacVest_oli"] call BIS_fnc_selectRandom); _player addHeadgear (["H_HelmetSpecB_blk" ,"H_HelmetB_plain_mcamo"] call BIS_fnc_selectRandom); _player addGoggles "G_Bandanna_sport"; clearAllItemsFromBackpack _player; removeBackpack _player; _player addBackpack (["B_AssaultPack_blk", "B_TacticalPack_mcamo", "B_OutdoorPack_tan","B_Kitbag_cbr"] call BIS_fnc_selectRandom); (uniformContainer _player) addItemCargoGlobal ["FirstAidKit", 3]; (vestContainer _player) addMagazineCargoGlobal ["Chemlight_blue", (2 + floor random 2)]; (unitBackpack _player) addMagazineCargoGlobal ["HandGrenade", (3 + floor random 2)]; (unitBackpack _player) addMagazineCargoGlobal ["MiniGrenade", (3 + floor random 2)]; (unitBackpack _player) addMagazineCargoGlobal ["SmokeShell", (3 + floor random 2)]; (unitBackpack _player) addMagazineCargoGlobal ["11Rnd_45ACP_Mag", (4 + floor random 2)]; (unitBackpack _player) addMagazineCargoGlobal ["30Rnd_65x39_caseless_mag", (7 + floor random 3)]; (unitBackpack _player) addMagazineCargoGlobal ["HandGrenade", 2]; (unitBackpack _player) addItemCargoGlobal ["MineDetector", 1]; _player addWeapon "arifle_MXM_Black_F"; _player addPrimaryWeaponItem "muzzle_snds_H"; _player addPrimaryWeaponItem "optic_Nightstalker"; _player addPrimaryWeaponItem "acc_flashlight"; _player addWeapon "hgun_Pistol_heavy_01_F"; _player addHandgunItem "optic_MRD"; _player addWeapon "Rangefinder"; [_player] call loadChange; };
  25. Hi all, Is there an easy way to detect if a greyhawk is below a set of ammo to do something? ie. if (fuel grey1 < 0.8 | ammo grey1 < 0.9) then { hint "Stop and turn your engine off for maintenance"} Fuel works fine. Not ammo though
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