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Showing results for tags 'gun'.
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recruiting Valentine Gaming | Elaine County | Life Roleplay
valentinegamingec posted a topic in ARMA 3 - MULTIPLAYER
Welcome to Valentine Gaming The ultimate RPG roleplaying server set in the vibrant and dynamic world of Elaine County. Whether you're here to uphold the law, save lives, or carve out your own path, there's a place for you in our community. Explore Elaine County: Roleplay as a Police Officer: Enforce the law, protect the citizens, and keep the peace, Drive fast cars in pursuit of justice and engage in amazing shootouts Become a Medic/Firefighter: Save lives, respond to emergencies, and be a hero. Fly Helicopters and operate boats to assist you on your job Live as a Civilian/Criminal: Choose your path, whether it's living a peaceful life or engaging in thrilling heists. Safe House Missions: Find and secure safe houses to protect yourself and your allies. Weapon Crafting: Create and customize your own arsenal to suit your needs. Why Join Us? Immersive Experience: Dive into a realistic and engaging roleplaying environment. Active Community: Join a community of passionate gamers and role-players. Endless Opportunities: With so many roles and activities, there's always something new to explore. We are thrilled to have you here and can't wait to see the stories you'll create and the adventures you'll embark on. How can I make Money? Civilians have a WIDE range of things to do; - Mining resources to sell or gather to create weapons in the blacksmith - Capture and Hold Drug Area's - Safe House Missions ( Civilians Team up against Police ) - REBEL Activities, such as explosives and RPGS - Human Trafficking - Robberies ( from small time robberies like gas stations and shops to big major crimes like bank robberies and evidence locker robberies ( and soon to come lab raids and government facilities)) Police Also have a wide range of things to do aside from their normal duties; - Completing Patrol Routes for extra XP / Money - Raiding Houses and Gang Bases - Training area's and facilities - Awesome cars with new features - Side Missions for SWAT / SERT Join Today! Discord: https://discord.gg/xCCdaNDXhU Teamspeak IP: 37.230.138.6 Welcome to Valentine Gaming – where your journey in Elaine County begins! -
power Power of the M2 Browning
dayz better than most AAA games posted a topic in Arma Reforger - General
Ak,M16,M4,Pkm and all the other reforger guns have Power,i feel It,i see It,i hear it. But the M2 feels wrong,when i fire It,It feels lifeless,dead,too calm. I feel like handling a normal assault rifle,the Normal american LMG249saw feels waaaay more powerful than the .50 cal M2B. Maybe im wrong,maybe im the One that its Just strange and its Just talking about an useless suggestion or feedback but,my senses do not betray me that commonly in gun game mechanics. So now i end up needing to explain my self,how should the M2 feel if im this "wrong about guns" or "picky". First of all,i would add a overheat system to the M2,its impossibile to shoot it infinitively without problems. Jamming Is another important feature that i would like in the game and to the M2,its realistic and makes you in Battle more anxious of the fear of your gun jamming. Smoke,smoke its reaaaally few when firing the machine guns and Lmg's,i dont feel the heat of the gun and Fire Power exiting. Terrain powder,when you shoot something Powerful,the terrain trembles a Little bit and moves some powder in real life,id recommend to add a mechanic that when you shoot the static M2b on the ground,powder should rise. Realistic Powerful recoil,when i shoot the M2B in the normal Little armed american car with to roof,the car doesnt completely move if you remove the hand brake,i can understand the humvee that weighs a LOT,but the normal light car with no roof should move when firing the M2 above It if you dont have the handbrake on. Sound,i dont Hear the powerful M2B when firing It,yeah you couldve made a record of a real M2B but the sound doesnt feel right and powerful,as i said,It feels supressed and lifeless. This Is all,these are all feedbacks and suggestions for the M2B,i Hope my suggestion Will be at least take in consideration,and if It Will get throwed in the trash can,i want at least to hear why It has been refused,thanks.-
- m2b
- machine gun
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Hi ! This time I offer a review of the rarity of some of the weapons based on their effectiveness in the game. I tried to have a more or less neutral opinion and I will specify under the image the reasons for each choice that I propose. *For the M14 I propose an improvement due to its fast rate and its rather high magazine, it is very powerful at short and medium range. It rivals weapons like the M4A1. *For the PA md.86 I propose a reduction due to its extremely significant recoil. This weapon is only effective at very short range in automatic mode or useful in burst support at medium range. *For the Gewehr 3 I propose a reduction, the weapon has a very slow rate and does little damage, it is only effective at medium range, at short range and at long range it will be easily surpassed. *For the AUR A1 I propose a reduction, it is a fairly average weapon in all areas! It is formidable at short and medium range and easy to use in the first person to shoot with precision but it is not worth this rarity purple *For the M4A1 I suggest an improvement it is the weapon of the great player, precise with a formidable pace, it is dangerous in all areas. Its only small flaw is its few bullets in the magazine but otherwise it easily places itself in the top 5 of the best weapons. *For the Mosin-Nagant I propose a big improvement because in addition to being much more precise than in reality (having already fired with it) Its speed of fire and its ability to knock out opponents makes it a weapon that never forgives! It competes with L96/PH * For the M21 I propose a rarity reduction, it is probably the least used sniper in the game, it is weak and its recoil is one of the highest I have seen. However, in the first person he never forgives and mainly serves as support in the team. *For the Gewehr 3 SG1 I offer a reduction, the weapon is the same as its sister "Gewehr 3" with a scope so it allows better precision at medium and long range but will never beat the precision of a sniper. It's a bit like an M21, a support weapon *Pour l'AUR PARA 91 I propose a reduction, this weapon is almost an "AUR A1" but less effective with more random recoil. *For the crossbow I offer an obvious reduction! It's almost an achievement to kill a player with this weapon! For it to be worth a blue value, it would have to do a little more damage (85/100) but also stun the opponent. Without it, with its rate of fire and its lack of precision, it is the worst weapon in the game. *For RM14 I propose an increase in rarity, the reason is that with this attack speed much higher than VIPER V4 / THE JHON it can kill a player in 3 hits which is the 2nd most powerful knife after the barracuda! *For "The John" I suggest a reduction, it is much too slow to attack and it is heavy! 2 KG !!! I personally consider it to be the weakest knife in the game. *For the PSS I propose a reduction because its only difference with a PM/Luger is its silencer I consider that the green rarity therefore corresponds well to it *For the KS-23 I propose an increase! To my great surprise, this shotgun is the most powerful at close range! it is even able of killing a player with a plate in 1 bullet, it only has 2 faults: the shooting distance and the number of ammunition in the magazine otherwise it is largely equivalent to a REMY. *For the “CHIAVE 12” I propose an improvement! since REMY had a patch it is the most dangerous hunting rifle with the taiga 21! Players specializing in jump shooting who use this weapon are able to beat 3/5 players alone and without help. Its only fault is against players using plates it takes 2 to 3 bullets to kill them which gives the opponent time to kill us mostly with an automatic weapon *For the "REMY 870" I offer a reduction, the reason is because of this damage which I would describe as "random" sometimes at 15 meters you do 80 damage and the next time at 2 meters you only do 6 damage . This gun is a real lottery *For the "ZA M72" I propose a reduction, the reason is its lack of damage, its smaller magazine and the rate which is slower than the majority of weapons in the same category *For the "kk62" I am really reluctant to propose an increase in purple because it is almost equivalent to a machinengewehr 3. *For the "MGV 176" I propose an increase, this weapon is EXTREMELY dangerous at close range, it has very high recoil but compensated by the highest rate of fire in the game and these 150 ammo. *For the "Maschinengewehr 3", I don't really need to specify, I think? No weapon rivals it, any player could raze a team with a magazine of this weapon. I therefore propose to put it at the highest possible rarity level. I hope my post will be useful and help developers good game cough
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Introduction Since the release of the NATO close air support plane, we were missing the power of the real A-10, the role model of the A-164. With bringing the A-164 into the game, Bohemia introduced a gun which was neither able to destroy a simple APC nor really effective against infantry. So we, passionate pilots, decided to see what we can do, and this mod is the result. What does it do? The core focus of the mod is to increase the damage to achieve a more realistic result. We also completely overhauled all sounds and particle effects, just take a look at our announcement trailer. Dependencies There are no dependencies with other mods. Compatibility The mod is compatible with multiple other A-10 mods. Among them are: ACE RHS Peral STI EricJ Fullerpj CUP Firewill License Changelog Download GitHub Steam Workshop Armaholic withSIX
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Tank AI won't use main gun to shoot target
Kelvin Lee posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi guys, I'm very new to Arma 3 (less than 200 hours) and am building a base in Eden editor. I tried making a tank fire at targets but it uses its machine gun rather than the main turret so it just goes pew pew rather than boom boom, pls help 😞 below is the code I used (found it on youtube) I tried changing the "currenetWeapon" to "primaryWeapon" and secondaryWeapon" but it still doesn't work null = this spawn { _this dotarget k2; sleep 0.5; _this addEventHandler ["Reloaded",{ _unit = _this select 0 ; _mag = _this select 4 select 0 ; _unit addMagazine _mag ; }] ; while {alive k2 and alive _this} do { sleep 3; [_this,currentWeapon _this] call BIS_fnc_fire; } ; } ; EDIT: where do you guys learn how to write all these codes? is there a website for this or do you guys study/ already have experience in computer science and coding stuff? -
I wanted to know if someone would have the model to facilitate it.
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While using some weapons, most recently but not limited to the Suomi KP/-31, during a skirmish of running in circles and on/off shooting at each other; at one point we ran close enough to each other to initiate a melee swing, after which the gun was unable to fire. Instead of displaying the remaining ammo in the clip, it was replaced with a hyphen. If I tried firing, it would sometimes make a click sound when ADS, melee swing as if an enemy was directly in front of me, and once or twice it momentarily fired while aiming from the hip. I tried switching to my other weapon and back as well as holstering both weapons however the problem persisted. My other weapon worked fine. Hope this helps!
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Hello Im making my mod and I have a problem the gun does not have any sound effects when I trigger or fire the gun.. It will have a sound when I actually hit something... And I also get this error message in the image below. Can anyone help me with the coding? did I miss something please help! https://www.facebook.com/photo.php?fbid=1713552572123830&set=a.100732796739157&type=3&theater
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help Config help: change projectile impact and explosion effects
Cygnus X3 posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Hi, I've just started to get in the modding scene for Arma 3. I'm starting off with the basics like config modifications. And I've made a lot of progress so far. However, I've been working on a new type of ammo that is roughly equivalent to artillery in power. Due to this I was hoping to have the same visual and sound effects of the 230 mm Rockets from the M5 Sandstorm MLRS play when the new round i'm working on impacts a surface/target. But I'm at a bit of loss of how to go about implementing that. Any advice or suggestions would greatly appreciated, thank you! -
Helicopter/Plane Gunner View Bugged?
The Suited Hound posted a topic in ARMA 3 - QUESTIONS & ANSWERS
I've set up a mission in Eden Editor where a plane or helicopter (using Blackfish currently) will circle around a target. I have everything set up correctly and the plane moves in a circle around the target. The problem is the gunner sight and where the gun shoots are very far apart. The plane is moving around counter-clockwise and when I shoot my bullets go far right of the main box/crosshair. I don;'t have this problem when moving straight, only when moving around. Help please! EDIT: Video link: https://imgur.com/a/U29Oa- 1 reply
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- helicopter
- plane
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I've set up a mission in Eden Editor where a plane or helicopter (using Blackfish currently) will circle around a target. I have everything set up correctly and the plane moves in a circle around the target. The problem is the gunner sight and where the gun shoots are very far apart. The plane is moving around counter-clockwise and when I shoot my bullets go far right of the main box/crosshair. I don;'t have this problem when moving straight, only when moving around. Help please! EDIT: Video link: https://imgur.com/a/U29Oa
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- helicopter
- plane
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So I've been wanting a gun in ARMA 3 but I've not been able to find it. I am offering a reasonable amount ($25 for somebody to make this rifle: BONUS: if you can add a custom and awesome reload animation Ill throw in an extra $7.50 Deadline: at most 2 weeks. 3 weeks if you have a bad life, lol. Its the hipoint 995, bla bla bla, 9mm. Here's all I want: I want the gun: Hipoint 995 I want it to take attachments (Rail, no bipod, and a 9mm silencer) I want a custom sound (Nothing to fancy, just like rip a real life hipoint firing sound) And that's it. If someone can let me know if they can make this I'd be happy. I can make a payment via. paypal. However, I want to be able to trust you so if you attempt to scam me, I'll just retract my paypal payment. I don't think there's a lot of people who do that here, everyone seems pretty generous and nice. Thanks for any replies, - Billwa
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Check if unit has a machine gun or automatic rifle
beno_83au posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
So, as title'd I need to determine if a unit has a machine gun/automatic rifle. At the moment I'm running with: _machineGuns = [ "MMG_02_base_F", "arifle_MX_SW_F", "LMG_Mk200_F", "LMG_Zafir_F", "MMG_01_base_F" ]; _gunCheck = {(primaryWeapon _unit) isKindOf [_x, configFile >> "CfgWeapons"]} count _machineGuns; if (_gunCheck != 0) then { //Code }; It works, but it would potentially require an edit to _machineGuns for any mod MGs, which detracts from it's user-friendliness. This is as basic as I was able to work out, so is there a better way? Please take note that I'm checking the weapon, not the unit. As an example, this is what I'm trying to achieve (script taken from VBS3): if ([configFile>>"CfgWeapons",(primaryWeapon _unit),"vbs2_mgun"] call fn_vbs_isKindOf) then { //Code }; So, in the example it's very convenient that "vbs2_mgun" covered everything, and thus requires no editing on the user's part. Cheers. -
Hi, I'm trying to replace the warrior's(mora) weapon systems and I'm encountering an error with rjm_l21a1 but rjm_l94_coax works just fine. I have tried commenting out different things to find the error but I still can't figure it out. Here's the config: //Addon makes a new warrior with realistic weapon systems and names //Addon config by Rory Murphy class cfgPatches { class rjm_warrior { author[] = {"Rory Murphy"}; requiredVersion = 0.01; factions[] = {}; units[] = {"rjm_fv510_warrior_d","rjm_fv510_warrior_w"}; weapons[] = {"rjm_l21a1_rarden", "rjm_l94_coax"}; requiredAddons[] = {"A3_Modules_F", "A3_Armor_F_EPB_APC_tracked_03"}; }; }; class cfgVehicles { //define all classes for the rarden to function properly class APC_Tracked_03_base_F; class Turrets; class Turrets : Turrets { class MainTurret; }; //Desert Variant class rjm_fv510_warrior_d : APC_Tracked_03_base_F { displayName = "FV 510 Warrior Desert"; side = 1; faction = "BLU_F"; scope = 2; crew = "B_crew_F"; hiddenSelections[] = { "Camo1", "Camo2" }; hiddenSelectionsTextures[] = { "rjm_warrior\data\fv_510_turret_d", "rjm_warrior\data\fv_510_body_d" }; class Turrets : Turrets { class MainTurret : MainTurret { weapons[] = { "rjm_l21a1_rarden", "rjm_l94_coax" }; magazines[] = { "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_coax_ammobox", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_coax_ammobox", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_coax_ammobox", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_coax_ammobox", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_coax_ammobox", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_coax_ammobox", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_coax_ammobox", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei" }; }; }; }; //Woodland Variant class rjm_fv510_warrior_w : APC_Tracked_03_base_F { displayName = "FV 510 Warrior Woodland"; side = 1; scope = 2; faction = "BLU_F"; crew = "B_crew_F"; hiddenSelections[] = {"Camo1", "Camo2"}; hiddenSelectionsTextures[] = {"rjm_warrior\data\fv_510_turret_w", "rjm_warrior\data\fv_510_body_w"}; class Turrets : Turrets { class MainTurret : MainTurret { weapons[] = { "rjm_l21a1_rarden", "rjm_l94_coax" }; magazines[] = { "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_coax_ammobox", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_coax_ammobox", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_coax_ammobox", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_coax_ammobox", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_coax_ammobox", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_coax_ammobox", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_coax_ammobox", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei", "rjm_6rd_apfsdp", "rjm_6rd_hei", "rjm_6rd_hei" }; }; }; }; };//end cfgVehicles class class cfgWeapons { class autocannon_30mm; class LMG_coax; class rjm_l21a1_rarden : autocannon_30mm { displayName = "L21A1 Rarden"; magazines[] = {"rjm_6rd_apfsdp", "rjm_6rd_hei"}; }; class rjm_l94_coax : LMG_coax { displayName = "L94 EX-34 Chain Gun"; magazines[] = {"rjm_coax_ammobox"}; }; };//end cfgWeapons class class cfgMagazines { class 60Rnd_30mm_APFSDS_shells; class 140Rnd_30mm_MP_shells; class 200Rnd_762x51_Belt; class rjm_6rd_apfsdp : 60Rnd_30mm_APFSDS_shells { displayName = "6 RD APFSDP"; ammo = "B_30mm_MP"; count = 6; }; class rjm_6rd_hei : 140Rnd_30mm_MP_shells { displayName = "6 RD HEI"; ammo = "B_30mm_APFSDS"; count = 6; }; class rjm_coax_ammobox : 200Rnd_762x51_Belt { displayName = "250 RD 762x51"; ammo = "B_762x51_Ball"; count = 250; }; }; Thanks for any help
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How to make a respawn point attached to a cargo container?
EidEchse posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi all, i have a medical container and i whant to to attach the respawn_west to this container. How can i do this. Thanks for your help EidEchse