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Showing results for tags 'ammunition'.
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Changing all regular ammo to Tracer ammunition
LSValmont posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Dear follow Arma addicts, can anyone point me towards a performance conscious script for: 1) Replacing all the non tracer ammunition from both player and ai with tracer ammunition, both at their weapons and inventories. 2) I believe tracer ammunition effects only happens when the magazine is almost empty. Is there any way to make every round have (or simulate) tracer effects? Basically I want to simulate old school battlefield games (BF2, BF3) were all rounds have tracer like effects that help players identify the origin and location that fire is coming from. (I need to up the feedback and gameplay friendliness of my mission while compromising some realism). Thank you in advanced!- 7 replies
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Giving ammo based off random weapons chosen
GamersFortitude posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi all, Im running a wasteland server with IFA3 and ive got the AI groups that spawn for missions being created with mod weapons, unfortunately they spawned in with no ammo. Looking through the A3 Wiki i found the 'if' statements and based off the SetAmmo command 'example 3' (as below), I made an attempt at giving the AI ammo. I originally posted this on the A3Wasteland forums but no one has been able to help, let alone reply. if (local vehicle player) then { vehicle player setAmmo [currentWeapon vehicle player, 5]; } else { hint "Vehicle must be local to this machine for 'setAmmo' to work"; }; I grabbed the code and tried to modify it so it grabs the current weapon and gives the appropriate ammo class. I originally based it off the uniform, and i had this in the code if (uniform _soldier isequalto _usrifleman) then ( _solder addMagazine "LIB_15Rnd_762x33_t"; _solder addMagazine "LIB_15Rnd_762x33_t"; _solder addMagazine "LIB_15Rnd_762x33_t"; _solder addWeapon "LIB_M1_Carbine"; ); Having the above code in the file resulted in the below error. So i removed it and tried a different method. 0:40:26 File mpmissions\__cur_mp.malden\server\missions\factoryMethods\createUnits\createRandomSoldierC.sqf..., line 33 0:40:26 Error in expression <_solder addMagazine "LIB_15Rnd_762x33_t"; _solder addMagazine "LIB_15Rnd_762x33_> 0:40:26 Error position: <; _solder addMagazine "LIB_15Rnd_762x33_> What you see below is what i attempted , starting at "If currentweapon _soldier =" (fig.2) I only did a few to test to see if it works. But alas it does not. (fig.2) // ****************************************************************************************** // * This project is licensed under the GNU Affero GPL v3. Copyright © 2014 A3Wasteland.com * // ****************************************************************************************** // @file Name: createRandomSoldierC.sqf if (!isServer) exitWith {}; private ["_soldierTypes", "_weaponTypes", "_group", "_position", "_soldier"]; _soldierTypes = ["LIB_US_rifleman", "LIB_US_FC_rifleman", "LIB_US_smgunner", "LIB_SOV_rifleman", "LIB_SOV_LC_rifleman","LIB_SOV_scout_smgunner", "LIB_GER_rifleman", "LIB_GER_ober_rifleman", "LIB_GER_mgunner"]; _weaponTypes = ["LIB_P38","LIB_MP40","LIB_K98","LIB_G43","LIB_TT33","LIB_M9130","LIB_M1895","LIB_PPSh41_m","lib_f1","LIB_M1A1_Thompson","LIB_M1_Carbine","LIB_M1_Garand","LIB_Colt_M1911","LIB_US_Mk_2"]; _group = _this select 0; _position = _this select 1; _soldier = _group createUnit [_soldierTypes call BIS_fnc_selectRandom, _position, [], 0, "NONE"]; [_soldier, _weaponTypes call BIS_fnc_selectRandom, 3] call BIS_fnc_addWeapon; //if (currentWeapon _soldier = LIB_P38) then setAmmo [LIB_8Rnd_9x19 _solder, 10]; if (currentWeapon _soldier = LIB_P38) then { _solder setAmmo [LIB_8Rnd_9x19 _solder, 5]; } else if (currentWeapon _soldier = LIB_MP40) then { _solder setAmmo [LIB_32rnd_9x19 _solder, 5]; { else if (currentWeapon _soldier = LIB_K98) then { _solder setAmmo [LIB_5Rnd_792x57 _solder, 5]; }; /* // Unsure about this & disabled switch (_condition) do { case 1: {if (currentWeapon _soldier = LIB_P38) then setAmmo [LIB_8Rnd_9x19 _solder, 10]}; case 2: {if (currentWeapon _soldier = LIB_MP40) then setAmmo [LIB_32rnd_9x19 _solder, 10]}; } */ _soldier call setMissionSkill; _soldier addEventHandler ["Killed", server_playerDied]; _soldier I decided to look into the switch command but im still learning with that aspect, thats why it's disabled. Is there anything i can do otherwise to get the appropriate ammo given to the AI? On a side note, a3wasteland comes with a "refilPrimaryAmmo" which only seems to work for mods that actually have a cfg file, where as IFA3 does not. Hense my attempt at giving ammo. Thanks to anyone who can help with this matter. -
[W] GreenMag aims to improve ammunition handling in Arma 3. Steam Workshop What does it do? With GreenMag, your empty magazines stay in your inventory after reloading instead of dissapearing into the void. These Magazines (and any othr Mag with missing ammo) can be refilled with the new bullet items if it's a magazine and belts if it's a magazine for machineguns. These bullets are available in packages ranging from 10 to 60 bullets wich can be unpacked through ace or in the inventory to get the actual bullets. Magazines can be refilled and unloaded through the ace selfinteraction menu. Ace magazinerepack does get deactivated by GreenMag, so repacking magazines has to be done through unloading a mag and refilling another with the ammunition you aquired through unloading the first one. Magazines that require belts can be refilled with the belt items. Those are available from the range of one bullet to 200. If the needed ammunition is less then the size of the used belt, the remaining lenght of the belt will remain in your inventory and can be attached to another belt to regain a larger belt item. Features - Load / Unload magazines - Ammunition, Ammunition packages and belt items - bullets can be taken out of belts to fill magazines with them - configurable through CBA settings CBA Settings GreenMag provides multiple ways to customize your experience. From completely disabeling the mod to customizing how many magazines you want to be shown in the ace interactions. For mission creaters can also choose if they want a basic system or a advanced system for ammunition handling. While the basic system differs just by caliber, the advanced system also differs by type, e.g. tracer and non tracer. Compat patches Collection Patches are available for: - RHS USAF (more to come) Do other mod items work? Most of the time they do, but limited. Mods that do not have a compat patch will most of the time work with the basic system, because the caliber can usually be read from the magazine classname. This can only be impaired if the magazine does inherit wrong GreenMag values from another magazine. To register a non-supported magazine as one that needs belts to work, use this: [["Magazin_A", "Magazin_B"]] call greenmag_main_fnc_addBelt; If they requiered caliber does not exist, it won't work obviously. Known Issues - Removing an empty magazine from the weapons magazine slot through drag & drop will make the magazine vanish into the void. Licensing GreenMag is licenced under APL-ND. See https://www.bohemia.net/community/licenses/arma-public-license-nd for more information
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Loaded Weapons loose their ammo when returning to shelter
NiMh HD posted a topic in Xbox Technical Issues
I have noticed that on matches where I never fire a shot...say I brought (2) stacks of 30 rounds of ammo...you get in game and the weapon loads using one of those stacks...then you exit the map and return to your shelter...you only have (1) stack of 30 rounds and your weapon is now empty!!! Robbery, I tell ya. Please address these bugs Bohemia! This game has a lot of great potential but it certainly wasn't/isn't ready for release...once again a dev using it's customers as testers. When can we expect the first major bug squash?? Is is only me or have others noticed this issue? please post a reply so we can get this addressed. I'm tired of losing ammo and loadout due to glitches. Thanks Vigor Community!- 3 replies
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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.
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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.
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Okay so, weeks ago I played the Laws of War story campaign. There was a segment where... So yeah, I really don't get this bit. Was this talk of...