Search the Community
Showing results for tags 'Smgs'.
Found 2 results
SJB Weapons Pack(s)
Jackal326 posted a topic in ARMA 3 - ADDONS & MODS: DISCUSSIONSo, after dropping out of the modding scene for quite some time (like, 4 years) due to real-life commitments (getting married etc) I am finally finding some free time to get back into working on a few mods for ArmA3. I've decided to continue work on a project I started a long time ago combining all (read: most) of my previously un-released weapons. The first packs I have begun work on are the rifle pack, and the handgun pack - both of which were popular in their OFP/ArmA1/ArmA2 days. The rifle pack is likely to be the first pack to be released, but not any time soon as work has only just begun on updating the models/textures to ArmA3 standards as well as implementing new features such as magazine proxies etc. All packs will be accompanied by a supporting "core" PBO where all the magazine proxies and any cross-compatible attachments will be defined. This "core" addon will be released seperately and updated as required. As stated above the rifle pack will most likely be the first pack to be released and will (probably) contain the following: M4A1 variants M16 variants Diemaco variants (yes, L119A1s and possibly A2s as well as C7/C8 variants) HK416 variants HK417 variants Probably some AK variants This list is far from exhaustive and various other rifles may (or may not) make their way into the pack should time allow it. I'll post some screenshots of my progress on the M4s, M16s and HK41Xs in the next few days, but for now I just wanted to announce my intentions.
Smg as a secondary
TheDragon117 posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTINGSo, I'm new to editing and I've mostly been working with mission making and basic scripts. My mission starts as more of recon stealth op where they would never carry a launcher and a pistol would be underpowered. I've found an smg in a mod pack that is in the secondary slot but for now I'd like to stick with vanilla weapons so I can make a fairly clean mission with out a lot of mod dependencies. My hope is that by using the vanilla weapons I won't have to add items that would force players to use a specific mod set. I prefer that they would be free to use what ever weapon packs they want. I guess my question is can I configure the vermin and other smgs to be a secondary weapon instead of a primary? If I were to figure out how to do this? (assuming it is possible) would this create a dependency and would it still be able to use all of its regular attachments and magazines. Thanks in advance for any recommendations or advice.