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Found 37 results

  1. 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?
  2. 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"; };
  3. 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
  4. 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.
  5. 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-
  6. 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)
  7. 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
  8. 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"))];
  9. 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)
  10. 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!
  11. 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; };
  12. 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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