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Found 48 results

  1. Hi guys, A recent development branch update introduced, among the other things, a new Weapon Resting feature. Note, please do not confuse it with weapon deployment, which is something quite different. Resting is an automatic mechanism that detects object geometries around the shooter's elbows and the weapon itself. When you are standing still - and if solid geometries are detected within the given radius - it grants you a reasonable reduction of weapon sway, inertia and recoil penalties. This way, you could finally properly utilize your surroundings not only for cover but also to find a sweet spot for precise shooting. This feature changes one important premise of stance stability: it is no longer true that prone is the most stable position in every situation. For example, when you will be firing too high in prone your weapon and arms might cease to be rested on terrain below and thus your stance precision will actually become worse than in crouch. The introduction of this feature is the first step towards more sophisticated weapon stabilization improvements that are about to come with Marksmen DLC. We are thankful for all your constructive feedback upon the subject matter. Thank you very much, take a rest and enjoy!
  2. So I want to make things easier when randomizing things. Right now I have an array of vehicles, air vehicles, and units class names that I manually pulled from the in game editor. Im alright with manually selecting individual units but now I want to randomize the units vest, weapons, and headgear but I do not want to go through the in games edit loadout screen and export each vest and items then have to search the text to find the class name of the vest to add it to an array. Is there a way for the game to provide a list of ALL vests and ALL weapons ect. in the game including addons? If this is possible is there a way to do that to ALL vehicles and units on a given side like EAST or WEST? Is there a possible way to do this without creating an array like calling a BIS_FN?
  3. v 1.4 Description Weapon shop dialog Weapon shop functions Installation/Usage/Download/Updates GitHub Notes Works in MP If you use RHS, weapons name in editor can't be used in the shop, see post #62 Screenshot Click Me Armaholic Armaholic Topic
  4. Is the military complex eastern of the Malden Airport/-base the home of CSATs Seismic Weapon (Eastwind Device) ? From https://armedassault.wikia.com/wiki/Eastwind_device From https://arma3.com/news/argo-and-arma-3-malden-dlc-now-available#.W5x4o_aYSUk Or exist the complex since the crisis in 1985 ?
  5. Hello, I am a complete noob to scripting with virtually no experience in coding, so guidance would be much appreciated. Is there a way to use a script to equip an aircraft with a weapon that is not selectable in the dynamic loadouts menu? For example, equipping a BLUFOR A-164 Wipeout with an OPFOR Sharur AT missile? EDIT: For anyone else who finds this, I found sucess in this method: In a vehicles init field, enter: this setPylonLoadOut [PYLON NUMBER, "NAME OF MISSILE", true]; Example: this setPylonLoadOut [4, "ace_maverick_L_PylonRack_3Rnd", true];
  6. Last content update: 6/13/2018 showing how to use the radius for addAction, using params instead of select, adding to arrays with various commands, altering arrays with various commands, get/setUnitLoadout Last content update: 6/10/2018 going through config files and getting details to sort what you want, using radius with addAction, params, and altering arrays with resize, pushBack, pushBackUnique, set, and append and going over to assist with resize count. Last content update: 5/27/2018 added GUI tutorial for how to make a weapon selector using cfgWeapon Last content update: 5/24/2018 added sector control tutorial Last content update: 5/21/2018 This is my arma 3 scripting tutorial series which is aimed to help both people getting into making their own scripts with fairly detailed simple tutorials as well as for the intermediate person looking to create their own features for their missions. The plans for this series is to almost fully cover everything behind the arma 3 missions that people play on a daily basis and have enough content provided in the videos where people can go off and make their own vision for their mission with the knowledge gained. Most of these videos are made on the fly at 1AM-4AM without any pretesting which should give someone the idea of what goes into finding syntax errors and narrowing down a bug that's causing your feature to not function properly. It is also an excuse for you to cut me some slack if you see mistakes :) . A lot of these tutorials are made with multiplayer in mind since I think most people want to play their missions online with their friends(which is why publicVariable has been utilized so much so new people can get a good grasp on the power those commands have). New videos are added to the playlist almost every day so if your stuck with something, maybe it has been covered in a video. If you have any requests on what you would like to see made then please suggest it here. topics covered so far Scripting tutorial playlist Database tutorials with INIDBI2 playlist GUI/Dialog tutorials playlist
  7. Hello, I've been playing with Put and Take event handlers to try and achieve functionality that's stated in the topic. For starters Put EH seems to only fire when you drop your weapon on the ground (groundWeaponHolder) or put the weapon into a container (box, vehicle) directly from your inventory. It doesn't fire when switching to a weapon that is on the ground even though (at least how I see it) you are still dropping your current weapon into a "groundWeaponHolder". Does anyone have an idea why this EH doesn't fire in that case? I used this shortie to test Put EH: player addEventHandler ["Put", {_unit = _this select 0; _content = _this select 1; _weapon = _this select 2; hint "This EH seems to be working";}]; Take EH on the other hand seems to work just fine for detecting the weapon pick up operation. But other than testing with simple hint that the EH fires when needed I haven't been able to come up with anything I'm looking to achieve. Now the ultimate question is: by using either of the aforementioned EHs how to delete the weapon that gets put on the ground during weapon switching operation?
  8. GF Holster script

    GF Holster script by GEORGE FLOROS [GR] With key interaction Description: GF Holster script , holster your weapon with a key interaction , configurable key bindings. You are free to do anything but i would like to give me Credits for this! Simple and easy to use and adapt . Have Fun ! Installation / Usage: For usage instructions and information of how to use the GF Holster script , please refer to the included documentation and/or example mission. Place in your mission the files . There is everything included , in the init.sqf , to copy paste in your mission . https://community.bistudio.com/wiki/SQF_syntax Don't try to open this with the simple notepad. For everything that is with comment // in front or between /* means that it is disabled , so there is no need to delete the extra lines. You can open this ex: with notepad++ https://notepad-plus-plus.org/ and also use the extra pluggins (this way will be better , it will give also some certain colours to be able to detect ex. problems ) http://www.armaholic.com/page.php?id=8680 or use any other program for editing . For the Compilation List of my GF Scripts , you can search in: https://forums.bohemia.net/forums/topic/215850-compilation-list-of-my-gf-scripts/ Notes: Configurable key bindings and notification available. The key bindings can be found here: https://community.bistudio.com/wiki/DIK_KeyCodes Credits & Thanks: Thanks to All script contributors Thanks to everyone who tries to do the best for this game! Thanks to BIS for such a great platform . Thanks to BIS Community and BIS Community Forums . Thanks to Armaholic Community and Forums . Changelog: v1.0 Forum topic: - Armaholic forums http://www.armaholic.com/forums.php?m=posts&q=39896 Armaholic download GF Holster Script Usefull tip: (will be included as an option to the next update) How to disable the throw ( grenade etc ) action , with your weapon holstered By HazJ HERE
  9. Hi guys! Currently I'm working on some weapons that I'll release as it was finished. #M16A2: Images in-game: here #know issues: -none #Credits: Textures and config by me 3D model by Krycek Thanks to Georg Ravioli(sound config) Thanks to B.Conway for their 3d modelling skills Thanks to edu_br10 for their awesome images Animation, muzzle Flash, sound and handgrip are from RHS #Required addons: RHSUSAF: here #Download: Google Drive: here Steam Workshop: here Ace 3 compatibility(workshop): here Armaholic: here Changelog can be found on Steam workshop. #IA2: Images in-game: here #know issues: -some empty spaces in 3d model #Credits: -Textures, config and 3D optimization by me -3D model by John Hansen -Animation, muzzle Flash and handgrip are from RHS #Required addons: RHSUSAF: here #Download: Google Drive: here Steam Workshop: here Ace 3 compatibility (workshop): here Armaholic: here Changelog can be found on Steam workshop. -------------------------------- #What is planned: -Other weapons can be done if you can provide me the models. All addons here are under: Arma Public License Share Alike (APL-SA)
  10. Hi all, I'm trying to remove a specific weapon (known by classname) from the cargo. The issue currently is that this seems only to be possible by clearing the complete weapon cargo and adding everything back but the weapon I want to remove. This however leads to issues as all attachements are lost. I found on the wiki the command "removeWeaponCargo", which possible could be used to delete only the weapon in question: https://community.bistudio.com/wiki/removeWeaponCargo. This uses weaponID and creatorID as arguments. Does anyone know what those are, and where I can find them for the given weapon I want to delete?
  11. Like to have more weapon

    Like to have some SCAR and MP5 mli based weapon......
  12. I am using this code to make an AI look like he is repairing a radio tower (found here: https://community.bistudio.com/wiki/BIS_fnc_ambientAnim), however, he loses his primary weapon upon animation canceling: [this,"REPAIR_VEH_KNEEL", "ASIS"] call BIS_fnc_ambientAnim; 0 = this spawn {waitUntil {behaviour _this == "combat"}; _this call BIS_fnc_ambientAnim__terminate;} This solves a previous problem I was having about AI not canceling their animations when their group enters combat. However, now that I can successfully get the AI to enter combat with the rest of their group, specifically the "REPAIR_VEH_x" animations cause the AI to lose their main weapon. As you can probably guess, this is quite the issue. I am using modded loadouts, but I have also tested it with vanilla loadouts. What is the best way to solve this? @pierremgi Since you literally wrote the code found on the wiki, do you have any suggestions?
  13. Hi! I'm having a issue with the animation of the fire mode selector of a gun that i'm doing. The issue is that the angle of rotation that I set in model.cfg do not work as indeed in game but in external view is perfect. Right position: Wrong: Here is the code of model.cfg: Anyone know what is causing this? Thanks
  14. Good morning/evening! This is my first post on the forums after years of reading and searching, so please bear with me! I have been attempting to put a weapon into the game, and I have had great success so far, currently it is working in game, the model, textures, configs (mostly) and all properties like firing speed, and the ammo and magazines work. However. I cannot, after 50+ times of trial and error, get the weapon firing sound effect to work. The empty sound effect, and reloading sound effect work but not my custom firing sound. Blow is a copy of my script in its current state. This is a Star Wars weapon, and I am 100% sure i have all my file names correct. I am convinced maybe I have the path to the sound effect "wpn_rep_blaster_fire.wss" located in the "DC15SMOD\sound\" folder incorrectly formatted, as the weapon reload and empty sounds are just dependencies from another star wars mod. Most of this is practice based off of the Weapon Sample config in ARMA Samples. Any help would be greatly appreciated. I know there is also a parameter for suppressed/non-suppressed weapon sounds, but this weapon will not be suppressed at all, and I could not find any information on how to set the sound configs up correctly either. Any help would be greatly appreciated!
  15. This is the Tactical AK-74 With Magpul Gear original made by hotshotmike1001 back in 2013 ,orignal post here:https://forums.bistudio.com/forums/topic/159757-tactical-ak-74-with-magpul-gear/. Unfortunately Mike himself became non-actviated on Arma3 since 2015 and left many his weapon made un-fixed with lack of new sound effect and some features, so I made a fixed version of one of his AK-74 mod here, all credits to the orignal modder hotshotmike1001 The thing I fixed: -fixed non-weapon sound issue since the update after 1.24 -added compatibility for ACE3 visable laser pointer(need to have ACE3 installed if you want to use this feature) -added mod icon made by myself -change the weapon sounds for better feeling in game(firing sound, reload sound, change mode sound etc) -all others remain unchanged, for future testing Know issue: An pop up window would showed when choose this weapon from Arsenal about "RHS" if you use this mod with RHS, but so far it is not really effect to any futures about the weapon, just ignore it now, I would fixed it when I find the reason. Future plans: -Fixed other weapons that long abandoned by the orignal makers -maybe change some of the weapon models and animation if I could found my team one man who could did it(Yes I am asking for help) -add some other useful features -if possible, found the orignal makers Please report any bugs you found and enjoy. Workshop Link: http://steamcommunity.com/sharedfiles/filedetails/?id=1121207260
  16. I need to blow up some tanks with rockets from a helicopter but the rockets are not strong enough. What is the best way to achieve this? The helicopter I am using does not incorporate the new payload-changing system.
  17. I have learned how to change weapon turrets and ammo on vehicles VIA inits, but can anyone tell me how to get the actual turret to be visible on the vehicle? As ridiculous as it sounds - I am trying to use twin 125mm cannons (and other weapons) from a Pawnee instead of the miniguns or DAR pods, and I would love to see them attached. Any help appreciated!
  18. AWC Arms Release Thread

    The ArmA Warfare Cooperation is proud to release the first version of its AWC Arms addon. What is the ArmA Warfare Cooperation? The ArmA Warfare Cooperation (AWC) is a cooperation of multiple german clans focusing on tactical, immersive and realistic ArmA Gameplay. We share a modset and a TeamSpeak 3 Server. Why have we created this addon? This weapons addon was created by some of our members to get some weapons ingame that make for a good variety in the weapons we can choose from and therefore the roles our members can fill in. Addon content: McMillan Tac-50 A1-R2 (3 colors: black, tan and olive) AAC Cyclops .50 caliber suppressor (3 Colors: black, tan and olive) Desert Tech SRS-A1 (chambered in .338; 3 Colors: black, tan and olive) Enhanced M14 Rifle featuring a rail system allowing for a configurable weapons platform (2 Colors: Wooden, Olive; this is a modification to the ArmA 2 M14 model) Magazines and Ammunition for all the weapons Download: https://drive.google.com/open?id=0B-RvJkmk8dpyaDJ4aVpCaXZWdnM Requirements: CBA (optional) SMA - ArmA shows a message that it is needed but it is only for the m14 which i configured to be able to load SMA Magazines Screenshots: https://imgur.com/a/EJHn5 ToDo: maybe some new weapons (if you have some wishes we'll consider doing them ;) ) Credits: [ARES] Miroslaw Kowalski - Modelling, Texturing and Config writing [ARES] William Porter - Testing and Screenshots The rest of the ArmA Warfare Cooperation for their advices and kind words B) And of course Bohemia Interactive for their awesome game and the awesome assets they provide for their community
  19. Dear modders! I'm absolutely new in Arma modding, and I need your help to start, because I don't even know, which program to use for modifying the databases. We are speaking about Arma 3 Single player, I have the Arma 3 Tools installed from Steam, I guess, that is everything I need, since I'm about to modify only the mass of all the weapons, ammo and gear in the game. I have a collector's aproach in every game I play, that is the same thing I want to achieve here, don't want to become immortal, just want all the available stuff (Weapons, ammo, gear etc.) picked up (preferably), and not spawned in my backpack! I think, it is enough to modify only the mass of those items, so I don't have to worry about stamina etc. I have watched some tutorials, but I think they don't point me in the right direction, they try to explain how to do much more sophisticated modding, which I'm not interested in. So again, I need to modify only the mass of weapons, ammo and gear (uniforms, vests, helmets, medic/engineer etc. tools and so on...)! What files do I have to use for my mod, and how to edit them? Thanks for your help in advance, and I apologize for my bad english! :) ps.: I know, there is a Super Soldier mod by 2Fast, which can give me what I want (and much more), but it was ast updated back in 2014, and it does not seem to work with the current version. Also, if you can show me similar mods, I'll be happy to use them instead of making a similar.
  20. I seem to be having a little trouble assessing exactly what type of thing a unit has fired using the fired event handler. Basically I want to know if the unit is shooting a gun, shooting a launcher or throwing an item. So far I'm working with something like this, coming from the FIRED event handler: _unit = _this select 0; _weapon = _this select 1; _muzzle = _this select 2; _mode = _this select 3; _ammo = _this select 4; _magazine = _this select 5; _projectile = _this select 6; _vehicle = _this select 7; _muzzleActual = (_unit weaponAccessories currentMuzzle _unit) select 0; And then: _typeOfProjectile = (typeOf _projectile); if (_typeOfProjectile isKindOf ["Grenade",configFile >> "GrenadeCore"]) then {hint "Grenade Thrown"}; _typeOfProjectile = (typeOf _projectile); if (_typeOfProjectile isKindOf ["BulletBase",configFile >> "BulletCore"]) then {hint "Gun Fired"}; _typeOfProjectile = (typeOf _projectile); if (_typeOfProjectile isKindOf ["MissileBase",configFile >> "MissileCore"]) then {hint "Launcher Fired"}; I'm aware i'm probably not using these right; I was just messing around with using either strings or configFile until it stopped giving me errors. The grenade one works just fine, but I'm not getting notified if I fire a launcher or shoot a gun. It might be that it's better to assess the weapon or the magazine or whatever, but the furthest I managed to get so far used this approach. Thanks in advance Law
  21. What up guys, it's ya boy Night515 back at it again with another garbage mod adding the M8 5.56 mm, an assault rifle chambered in 5.56x45 mm, coming in several different variants including a standard carbine, a variant with an underslung grenade launcher, a compact carbine, a automatic rifle, and a designated marksman rifle. I wrote this at 6 AM please help my sleep schedule is destroyed. http://imgur.com/a/w1P7S Download
  22. Hello again! Tis' I, here again with another ridiculous addon. I want to get my thanks out of the way first and foremost. First to @Nirrti for his extensive field testing and constant pushing to make everything correct, he is also responsible for this piece existing, so you also have him to thank for that! Also a shout out to @laxemann for helping me iron out the sound issues I've been having, huge help and wealth of knowledge, thanks bud! With that out of the way, let's get down to it. "The 25 KKiv 2035 rifle is a 25mm payload rifle designed for sabotage and long range operations where you need the accuracy of a 12.7mm or comparable caliber, with the capabilities beyond the characteristics of such calibers, falling in between the niche of 12.7mm rifles and light anti-tank weapons. Being lighter than it's contemporaries (M320 LRR .408 and GM6 Lynx), and being able to reach comparable ranges with its 25mm payloads, the rifle is capable of firing two different rounds; the HEDP rounds are useful for soft targets and infantry, while the APFSDS rounds are designed to punch through hard targets such as armored cars (for example Hunter, Ifrit, or Strider), or even IFVs (like the Gorgon, Marid, or Marshall), though care and foresight must be applied when targeting such vehicles, as shots must be carefully placed into weak spots, such as engine or fuel tanks. Some rumours circulating among the men is that it might even be capable of damaging Main Battle Tanks, though through testing these rumours have been found unsubstantiated." If you would like to try this beast out for yourself, click the rifle below! Alternatively, grab it from the Steam Workshop: NOW WITH CBA - JOINT RAIL SUPPORT NOW WITH ACE3 SUPPORT If you prefer not to use steam, you can grab the CBA patch on dropbox here: https://www.dropbox.com/s/lpemwmss7b7dlpt/%40Kio_KKiv_CBA.rar?dl=0 And you can grab Ace3 patch here: https://www.dropbox.com/s/8vh38hbmdbotgu3/%40Kio_KKiv_Ace.rar?dl=0 Please report any issues you encounter with the rifle here and I will try my best to fix them ASAP! Here's a couple of promo shots showing it off in game: Sorry if the images are too big. I am also available for modelling commissions as well, serious offers only, no charge for Arma III implementation if required. Thanks for taking the time to check out this mod, if you find value here, consider throwing me a few bucks, it won't kill you and it certainly will help me.
  23. Rare Gun?

    This is the first time I have ever seen this weapon in the game. So I would just like to ask what is ammunition for this weapon and if it was just bad luck for me that I haven't seen it more regularly. Any other specifications of the weapon would also be nice (e.g. where it spawns, how much damage it does etc.). I saw this on the second island at a military barracks. Thanks for any information. Edit : For some reason the pictures don't seem to appear, so the name of the gun is SVD and it appears to be a sniper.
  24. Hiya everyone. I've decided to get back into modding after a long hiatus, creating a small weapon pack to kick things off. This mod adds the M9 9 mm, a handgun chambered in 9x21 mm, and comes in 6 different color variants. I wanted to create this mod because I've always been a fan of the M9 platform, and thought a M9A3 look-alike would fit nicely with Arma 3's futuristic setting. The mod was made in around 6 hours, so if you encounter any bugs please let me know. I haven't been able to do much because of real-life getting in the way; my cat that I've had since I was three was diagnosed with diabetes, final exams and my sophomore year wrapping up, and a lot of other depressing stuff. Download
  25. I'm not sure if this is where this goes but Iv been searching for the past two days and I cannot seem to find an answer. Is there a way to make weapons respawn on the position they were placed after they have been picked up? Either with a timer or event or something, anything at all? Thanks in advance.