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Showing results for tags 'grenade launcher'.
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I know this not the game yah really wanna play when everyone out here spamming grenade launchers over and over again to get kills a game of Whack a Mole. I really wish the Xbox community not result to just childish gameplay techniques when in a gun fight. Once again i will not argue with the community on this if yah Love it Im good not the Arma I want to play. Honestly Tho Xbox Community we got to due better it shame we got to go the developers to fix this issue as people are running around with 11 grenades in their back packs.
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- xbox
- grenade launcher
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grenade launcher as secondary weapon (r_launcher slot)
guy960915 posted a topic in ARMA 3 - QUESTIONS & ANSWERS
40mm grenade launchers as secondary weapon (r_launcher slot) is there a MOD for a 40mm grenade launcher that can be equipped on the secondary slot? -
Force AI to select (MOD) grenade launchers
beno_83au posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
At the moment I've got a nice little thing going for vanilla grenade launchers to force AI to fire. However, having just tried it with a mod pack (African Conflict by Massi) the AI won't fire their grenade launchers. I'm certain I know why they won't, and this is what I use: _logic action ["UseWeapon",vehicle _unit,_unit,_index]; I've discovered that _index is the problem. As I learnt, if _index = 0 the unit will fire a single shot (all good), but to have them fire a grenade _index needs to be 5. For vanilla, it works. But when testing this with the mod it seems that to fire a grenade _index needs to be 4. Since the muzzle classNames of the vanilla and mod grenade launchers don't share any similarities (3GL v's M203) it means I can't just search for a reference in a weapon muzzle array. But that would only fix it for those mods that would share a similar name anyway. So is there a way I can determine what the weapon index is for any weapon's grenade launcher?- 1 reply
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- weapon index
- grenade launcher
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