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Found 6 results

  1. MAGAZINES REPACK Hi all, Here is a simple script for repacking magazines by double-clicking on them in inventory. Just add it in init.sqf or better, in initPlayerLocal.sqf parameters: NONE MODIFIED 01/11/19 Have fun!
  2. fn_Quiksilver

    QS Mag Repack

    QS Mag Repack v1.0.0 by Quiksilver Last updated: 31/08/2016 A3 1.62 Downloads below Description: Repack primary weapon and handgun magazines with simple UI. [L.Ctrl]+[Reload] key combo to actuate mag repack. Known issues/bugs: v1.0.0 - None at this time Limitations: - Strict magazine comparison (cant mix and match types). - Automatic, cannot select individual magazines. - Inflexible UI, [L.Ctrl]+[Reload] - Requires space in your inventory for primary + handgun weapon magazines, when repacking close to capacity. Dependencies: - None Other links: https://www.reddit.com/r/arma/comments/50kjgn/qs_mag_repack/ http://steamcommunity.com/app/107410/discussions/13/359547436766048130/ Source Code: https://github.com/auQuiksilver/Apex-Framework/blob/master/Apex_framework.terrain/code/functions/fn_clientRepackMagazines.sqf Downloads: Client: http://www.armaholic.com/page.php?id=31539 (Armaholic) http://steamcommunity.com/sharedfiles/filedetails/?id=755210821 (Steam Workshop) Server Key: https://www.dropbox.com/s/hje7hzzh0ub3jkn/QS_repack.bikey?dl=0 Server Mod: - Coming soon Script Version: - Coming soon
  3. Vanilla like AMMO REPACK SCRIPT Hello guys I just finished my new Ammo repacking script. Which have few benefits than other repack scripts. Let me just show you the simple gif Demos. ^^ (Sorry for unfamiliar language but you see the familiar calibers under the inventory. Right?) As you see, this new script has few benefits than other repack scripts. 1)NO MOD! -Adding this script is very easy. You just drop the file, add one line in the init.sqf. Thats all! No mod, No bulky instruction for installing! 2)SIMPLE FILE STRUCTURE! -The script has GUI but has no header file nor class definition file. Only single script sqf file. You can even adapt the script in game with debug menu. 3)VANILA-LIKE DESIGN & UX! -The UI just look like it's a part of the ARMA3 game itself. Newbies will even think this is a part of game and ask why they don't have the repack ui on other servers. -Users doesn't have to be informed about the repack short-cut since they will see the ui as they open the inventory. And you know what to do! 4)REPACK EASY! -You can repack every magazines if they uses same ammo. Different magazines even can be repacked if they use same ammo. (but no tracer-normal ammo mixing!) -You can select multiple magazines and preview the result of repacking. And Choosing order affects which magazines should be filled first. Multi select source, automatically multi repacked! Download and Informations[armaholic] : http://www.armaholic.com/page.php?id=35582 🙂
  4. REPACK and AUTO REPACK scripts Hi all, Here are two scripts (addon is scheduled) for those you want to repack their magazines. First one is a simple auto-repack. No action needed. Based on a simple EH, the code runs when the player fires, so the auto-repack needs has a "one round latency" to work. Not a real problem. Second one is more "realistic". Player must open the inventory and double click on each kind of mags to be repacked. Parameters: NONE AUTO-REPACK to be placed in initPlayerLocal.sqf or in init.sqf when player is defined. player addEventHandler ["fired",{ if (player == _this select 0 && vehicle player == player) then { _mags = magazinesAmmo player; _inv = _mags select {(_x select 0) in getArray (configFile >> "cfgWeapons" >> currentWeapon player >> "magazines")}; if (count _inv > 1) then { _sort = [_inv,[],{_x select 1},"ASCEND"] call BIS_fnc_sortBy; _lowest_mag = _sort select 0 select 0; _lowest_cnt = _sort select 0 select 1; _mags_space = _sort select [1, count _sort - 1]; _full_tot = 0; _remain_tot = 0; {_full_tot = _full_tot + getnumber (configFile >> "cfgmagazines" >> _x select 0 >> "count")} forEach _mags_space; {_remain_tot = _remain_tot + (_x select 1)} forEach _mags_space; _full_space = _full_tot - _remain_tot; if (_lowest_cnt <= _full_space) then { for "_i" from 0 to count _mags_space - 1 do { if (_lowest_cnt > 0) then { _current_mag = _mags_space select _i select 0; _current_ammo = _mags_space select _i select 1; _current_space = getnumber (configFile >> "cfgmagazines" >> _current_mag >> "count") - _current_ammo; if (_current_space > 0) then { _mags_space set [_i,[_current_mag,_current_ammo + _lowest_cnt]]; _lowest_cnt = _lowest_cnt - _current_space; }; }; }; {player removeMagazineGlobal (_x select 0)} forEach (magazinesAmmo player select {(_x select 0) in getArray (configFile >> "cfgWeapons" >> currentWeapon player >> "magazines")}); {player addMagazine _x} forEach _mags_space; }; }}; }]; MAGAZINE REPACK to be placed in initPlayerLocal.sqf or in init.sqf when player is defined. MGI_fnc_repack = { _idc = ctrlIDC (_this select 0); _selectedIndex = _this select 1; player setVariable ["MGImags", +((magazinesAmmoFull player) select {(lbdata [_idc,_selectedIndex]) in _x})]; player setVariable ["MGIselect", true]; false }; 0 = [] spawn { while {true} do { waitUntil {!(isnull (finddisplay 602)) && isnil {player getVariable "MGIselect"}}; ((findDisplay 602) displayCtrl 619) ctrlSetEventHandler ["LBDblClick", "_this call MGI_fnc_repack"]; ((findDisplay 602) displayCtrl 633) ctrlSetEventHandler ["LBDblClick", "_this call MGI_fnc_repack"]; ((findDisplay 602) displayCtrl 638) ctrlSetEventHandler ["LBDblClick", "_this call MGI_fnc_repack"]; waitUntil {!isnil {player getVariable "MGIselect"} or isNull (findDisplay 602)}; if (!isnil {player getVariable "MGIselect"}) then { private ["_mag","_wpnType","_wpn"]; if (player getVariable ["MGImags",[]] isEqualTo []) then { _mag = ""; _wpn = "" } else { _cnts = 0; _mag = (player getVariable "MGImags") select 0 select 0; _fullcnt = getnumber (configFile >> "cfgmagazines" >>_mag >> "count"); if (_fullcnt > 0) then { { _wpnType = _x select 3; switch (_wpnType) do { case 1: {_wpn = primaryWeapon player}; case 2: {_wpn = handGunWeapon player}; case 4: {_wpn = secondaryWeapon player}; default {_wpn =""}; }; _cnts = _cnts + (_x select 1); player setammo [_wpn,0]; } count (player getVariable ["MGImags",[]]); _remainingShots = _cnts mod _fullcnt; {player removeMagazineGlobal _mag} count (player getVariable ["MGImags",[]]); player addMagazines [_mag, floor (_cnts/_fullcnt)]; if (_remainingShots >0) then { player addMagazine [_mag,_remainingShots]; }; reload player; }; }; player setVariable ["MGIselect", nil]; }; }; }; Double click on any magazine in your inventory.
  5. 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
  6. ---------------------------------------------------------------------------------------------------------------------------- DEV-A3 --- Dlegion's Enhanced Vanilla - Arma 3 --- adding the ARMA3 missing features ---------------------------------------------------------------------------------------------------------------------------- by DLEGION (email: ddelfino@hotmail.com) DOWNLOAD: https://mega.nz/#!TlYzBKYK!47utKrd9Fv7x59fn5ZHnBW3oGiFpPsxkshDoeiGyMcY (if someone want to put this on armaholic thats welcome) --EDIT---here is a video of the features: Vanilla (default) ARMA3 gameplay and gameworld interaction is way too limited, really unacceptable for today standard, especially for a game like ARMA3! each DLC (like jets) that comes out, i ask myself why,why and why they dont want to fix simple things like attach explosives to objects/vehicles, open inventory underwater (at least charges!!), manipulate game objects like move barrels, push a car ecc.....but obviously they dont intend to fix all this. here is why i searched for scripts that enhance vanilla gameplay, and merged them togheter fixing all the problems to have a single stable script base to enahance gameplay (so no mod needed, just join a server with this scripts and play!). it took me almost 1 year to discover all this awesome scripts and edit them to make they work togheter, i dont want any glory, just give back something to the community that helped me, and make life easier for other people in my situation, so in few minutes and not a year they will set-up theyr enhanced gameplay! its a collection of many scripts, made from different authors,all great people, that gived me permission to use theyr awesome work (and in many cases helped me editing). i made it so its Multiplayer, Join-In-Progress and respawn compatible, there is no noticeable FPS or any kind of performance drop (adding 1 infantry squad to the game has waaay more impact on performance). it adds many very basic features so much needed for any game of this kind. to name some of the most relevant: - logistic to EVERY game object, including man, allow move every object (can disable unwanted objects by a variable or class) - attach explosives to EVERY object (including man, unnamed map objects like trees, vehicles ecc...) and detonate only specific one. - drag & drop wounded, alive or corpses! - melee kill. - make AI (of your side) join your squad and command of it. - factory to build every object for a cost (can limit object types) and credit sytem. - dual (secondary) primary weapon, to carry two primary. - selectable grenades throw force, can pick-up and throw-back grenades. - selectable random civilian spawn with traffic in a range around player. - magazines repack. - random survivable helicopters and aircraft crashes - towing system to recover damaged vehicles or simply bring one more around. - many more little tweaks. as i saied it has no noticeable performance impact, every feature is selectable or can be removed (knowing how edit scripts), are just scripts,so everyone who will join your mission will found this ready and working without need of mods ! this lack of gameplay interactions was killing my game experience, i was about to drop ARMA for other games, but thanks to the help of some guys i was able to make this, and finally play happily! for helping a poor script-noob like me,and sahring theyr work, my best and sincere thanks to (in random order): Dolf,Sarogahtyp,Pierremgi,Kauppapekka, Nikander, BlacKnightBK, Lucullus, Xeno, Ilias48RUS,French R3F team and especially KillJoe, Serena, Fred41,Grumpy Old Man, Tankbuster, Larrow, Midnighters, Davidoss,Zorilya,Stealthstick...and everyone else that helped! i will not name them, but i wish to let you know that there is people that called me "troll", laughted at me and closed my post about fixing the game just for pointing out that ARMA, after 16 years of development, still lacks very basic features, and that developers should take care of this problem. afterall, thanks to the "good guys" that helped me (a lot), seems that was possible in simple way and few time to fix the basic features, with no noticeable performance impact at all. i still dream about devs giving one single day of theyr work to fix once for all the basic ARMA features...but seems that is just a dream. THANKS AND HAVE FUN ! ------------------------------------------------------------------------------------------------- EDITED CONTENT LIST --- edited where needed by Dlegion just to merge properly all togheter ------------------------------------------------------------------------------------------------- BETTER GRENADE THROW -- by Serena DRAG & DROP & melee -- by llias48RUS dual_primary_weapon -- by Nes Monartis Explosives_To_Vehicles -- by zooloo75 magazine repack -- by Outlawled (updated to 3.1.2 by GiPPO) survivable crashes -- by r0ed 3D explosives & re-throw -- by zorylias enhanced movements -- by bad benson R3F logistic system -- by R3F team (i cant share this because i dont have permission, i'm sorry about that, i suggest you to download the original from: http://www.armaholic.com/page.php?id=26159 or if you wish to apply logistic to everything, contact me, i will explain how modify the script ! ) -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ADDITIONAL CONTENT FOR A BETTER EXPERIENCE, i use this addons that are compatible with vanilla ARMA3 (you can join a server with them even if you dont have the addons) -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- enhanced movements -- by bad benson ( to climb obstacles ecc...) unlocked uniforms -- by haleks ( can wear any game uniform) A.R.E.S. -- by antonStruyk ( better zeus functionalities) ----------------------------------------------------------------------------------------------------------------------------------------------------------- INSTALL INSTRUCTIONS ----------------------------------------------------------------------------------------------------------------------------------------------------------- well...i did my best to make it easy and keep modularity: SIMPLE: copy the "MPMissions" folder into your arma3 main folder for use with dedicated server, and/or in your : C:/user/YOURuSERnAME/documents/arma3 folder and/or C:/user/YOURuSERnAME/documents/arma3 - other profiles now you can play my mission with all script included and working directly from editor, or making a server (on dedicated works best) ADVANCED: same as simple, but if you know how script, you can customize the scripts you want by using the included stand-alone versions (already edited by me). you will find all single scripts in a folder with theyr name. obviously you can take the scripts to use with YOUR own mission!! ------------------------------------------------------------------------------------------------------------------------------------------------------------ ============ E D I T =================== MISSIONS INCLUDED: DWAR Domination mission DWAR 1.0 is a domination mission (Xeno style, to get the idea), set on Altis island (so vanilla compatible), that features 4 teams: RED and BLU have theyr own bases at the extreme corners of the island, have some vehicles that will respawn (if destroyed) with different times, unlimited arsenal (on some vehicles too), H.A.L.O. jumps, and theyr objectives is capture all randomly selected towns one by one (by default in GREEN hands). Island itself, and its towns, are dominated by GREEN faction by default, that uses A.I. bots to populate and defend critical locations. player can also play as GREEN, helping A.I. to defend islands from BLU and/or RED invasion. if you want you can play as civilian too, the island is populated by random civilian on foot and civilian traffic on roads, so you can easily get disguised as a A.I. bot. civilians have no specific mission, but they can disturb other factions plans :) technically you can play as spectator too, lol. other than primary targets (the randomly selected towns) there is always a randomly selected secondary mission (save hostages, destroy objective, stole vehicle ecc) and there is in the middle of the island a central airport with a factory, where you can build any kind of vehicle or structure for free, so its very important conquer it and hold it! to add some variation, 4 squads of RED and BLU start from the respective bases and move to the middle of the island, fighting enemys on theyr way, and trying to capture airport and near zones, and as they ger killed, they respawn at bases with same objective! (so you have to face random situations where there are enemys in random places of the island). CTS capture the suitcase mission very simple CTF style mission, RED and BLU team both have to take a suitcase, and bring it to extraction point. the interesting feature here is that this mission never ends, you just get credits to spend on your factory when your side win. and every round is different because it choose a random point from more than (hand placed) 50 spots, then randomly place all other objects like HQ,extraction points ecc...in a radius of +200 -200, this create so many possibilieties that every round is unique (your HQ or extraction can spawn on water too, for example, making for scuba fighting rounds). ========== E D I T =========== please, feel free to suggest other awesome gameplay scripts you wish to see implemented in this pack, i will do my best to merge them (if author gives permission)!
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