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Found 13 results

  1. Hello everyone, For a long while now, I have struggled with trying to manage the maximum number of inventory space on players as a mission maker. Despite my best efforts, players still find ways when I am Zeus to either pick a container where they can have like 40 mags, or loot one later on in some way. I am wondering if there is a way that by scripting, limit the number of magazines all players in a session can pick up. For instance, if you set a limit of 10 magazines, either by stating which mag class names or just having all Cfg ammo you will not be able to add any more and get something like a message saying "I can't carry any more ammo. This is getting too heavy." regardless if you have more inventory space or not. Tips or thoughts appreciated 🙂
  2. ampersand38

    Battle Buddy AI

    Steam Workshop AI squadmates that better help you fight. Magazine Passing When you load the last magazine of any particular type, or when you try to reload with no compatible magazines remaining, nearby AI squadmates who have a compatible magazine will pass it to you. If you are in an FFV vehicle seat, AI squadmates in the same vehicle will be able to pass you a magazine. Use settings to configure how far they can do so, and how you want to be notified. Works in Singleplayer and MP. If you are in a group local to the server, or is led by another player who does not have this mod loaded, the AI in that group will not pass magazines to you. Salvo Fire AI squadmates fire a devastating salvo on your lead. Currently only grenades (UGL and launcher soon to come). 1. Select squadmates (currently only by [`] or F1..F10) 2. Switch to the weapon 3. Squadmates report "Ready to fire" 4. Fire! Steam Workshop
  3. fn_Quiksilver

    QS Mag Repack

    QS Mag Repack v1.0.0 by Quiksilver Last updated: 31/08/2016 A3 1.62 Downloads below Description: Repack primary weapon and handgun magazines with simple UI. [L.Ctrl]+[Reload] key combo to actuate mag repack. Known issues/bugs: v1.0.0 - None at this time Limitations: - Strict magazine comparison (cant mix and match types). - Automatic, cannot select individual magazines. - Inflexible UI, [L.Ctrl]+[Reload] - Requires space in your inventory for primary + handgun weapon magazines, when repacking close to capacity. Dependencies: - None Other links: https://www.reddit.com/r/arma/comments/50kjgn/qs_mag_repack/ http://steamcommunity.com/app/107410/discussions/13/359547436766048130/ Source Code: https://github.com/auQuiksilver/Apex-Framework/blob/master/Apex_framework.terrain/code/functions/fn_clientRepackMagazines.sqf Downloads: Client: http://www.armaholic.com/page.php?id=31539 (Armaholic) http://steamcommunity.com/sharedfiles/filedetails/?id=755210821 (Steam Workshop) Server Key: https://www.dropbox.com/s/hje7hzzh0ub3jkn/QS_repack.bikey?dl=0 Server Mod: - Coming soon Script Version: - Coming soon
  4. Sup everyone. I'm working with a code snippet for fast reload (an old idea that never finished). The concept is to reload the current weapon, dropping the magazine to the ground and cutting the required time to reload to half (I'm a IPSC shooter IRL, so grabbed the concept from there). So far, i've achieve this: 1. Get magazine type and ammo count for current weapon. 2. Remove the magazine from current weapon. 3. Create a magazine of the same type and ammo count on the floor. 4. Insert a magazine from inventory to current weapon. Extra: using ACE, binded the action to double R key tap. The thing is that I cannot control the animation speed. I mean, I want to start the reload animation but at a faster speed; in fact, i need any animation to replace the standar one. Any advice is welcome. Thanks in advance!
  5. Vanilla like AMMO REPACK SCRIPT Hello guys I just finished my new Ammo repacking script. Which have few benefits than other repack scripts. Let me just show you the simple gif Demos. ^^ (Sorry for unfamiliar language but you see the familiar calibers under the inventory. Right?) As you see, this new script has few benefits than other repack scripts. 1)NO MOD! -Adding this script is very easy. You just drop the file, add one line in the init.sqf. Thats all! No mod, No bulky instruction for installing! 2)SIMPLE FILE STRUCTURE! -The script has GUI but has no header file nor class definition file. Only single script sqf file. You can even adapt the script in game with debug menu. 3)VANILA-LIKE DESIGN & UX! -The UI just look like it's a part of the ARMA3 game itself. Newbies will even think this is a part of game and ask why they don't have the repack ui on other servers. -Users doesn't have to be informed about the repack short-cut since they will see the ui as they open the inventory. And you know what to do! 4)REPACK EASY! -You can repack every magazines if they uses same ammo. Different magazines even can be repacked if they use same ammo. (but no tracer-normal ammo mixing!) -You can select multiple magazines and preview the result of repacking. And Choosing order affects which magazines should be filled first. Multi select source, automatically multi repacked! Download and Informations[armaholic] : http://www.armaholic.com/page.php?id=35582 🙂
  6. Hi all, Trying to make an automatic reload for the S-750 Rhea, i discovered a strange Arma engine behavior. I placed via editor one player, one S-750 and R-750 (sensors are active by default). Then a black Wasp as enemy, disabled damage and a loiter waypoint around the SAM system in order to make it fire again and again. So, when out of missile, you need to reload the SAM. I placed in init field of the launcher: this addEventHandler ["fired",{ params ["_unit"]; if (magazinesAmmo _unit select 0 select 1 == 1) then { _unit addMagazineTurret ["magazine_Missile_s750_x4",[0],4] } }]; That works, but there is no delay to reload the SAM and I'd like to add a decent one for more realism. So I tried, as test, to spawn a code: this addEventHandler ["fired",{ params ["_unit"]; if (magazinesAmmo _unit select 0 select 1 == 1) then { _unit spawn { params ["_unit"]; waitUntil {magazinesAmmo _unit isEqualTo []}; sleep 5; _unit addMagazineTurret ["magazine_Missile_s750_x4",[0],4] } } }]; This last code doesn't work. Not a script question. The magazines are added but the launcher remains empty and don't fire. I added a loadMagazine with no more success. The strange thing: If I remove the simple line: sleep 5; the code works again (but missiles are loaded with no delay.) Any clue?
  7. Hi. I'm trying to make a script that triggers on AI death. On death the script will check what magazines the unit has, then remove his weapon (which removes all magazines for some reason) then put 1 magazine back to his corpse. So AI will drop only a single magazine of the ammotype they are using. This is what I've got {_x addeventhandler ["killed",{ _this spawn {_unit = _this select 0; removeallweapons _unit}; }]; } forEach allUnits; Now this is the first time I'm scripting in Arma so please use simple instructions. Thank you in advance!
  8. Hey all, I'm, trying to find out the Ammo count of CfgMagazine objects in a vehicle/container. I know, I can retrieve the magazine from a container by using getMagazineCargo. However, this only returns the type of magazine and the total count of magazines... Nothing about the actual ammo in the magazines. I found that there now is a setMagazineAmmoCargo command which allows adding magazine with custom ammo count, which is great. Yet, I couldn't find a similar command, like the same as get, to solve my problem of knowing how much ammo is in the magazine in a container. I also tried a workaround with _unit action ["TakeMagazine", _container, _magazineString] to get the magazine and do a count outside the container... However, this only plays the "Take" animation but does nothing else. According to (old) posts, this action is broken. Sadly, the there exist posts reaching back to the Arma 2 days with the given questions and no answers could solve the problem. Maybe you've got some updates for me. Thanks!
  9. Hello. How do I remove a players Primary Weapon ammo/magazine? I used to replace all gear, items, and weapons but now I am experimenting with only replacing the primary weapon so players can still keep their custom uniforms. The following code works as planned but it still leaves the old primary weapons magazines in the players inventory. How do I get rid of them? Note: There is no way of telling what weapon a player may be using at any given time so its not like I can remove a specific ammo type. private ["_soldier"]; _soldier = _this select 0; if(local _soldier) then { // Remove Primary Weapon _soldier removeWeapon (primaryWeapon _soldier); // Add Primary Weapon _soldier addMagazines ["10Rnd_338_Mag",4]; _soldier addweapon "srifle_DMR_02_F"; _soldier addPrimaryWeaponItem "optic_Nightstalker"; _soldier addPrimaryWeaponItem "muzzle_snds_338_black"; _soldier addPrimaryWeaponItem "bipod_01_F_blk"; _soldier addPrimaryWeaponItem "acc_pointer_IR"; };
  10. Hello, I know it's been a topic before, I think at least it was. I would like to ask if it is possible to add a simple and easy to use way that allow players to refill/repack their used magazines? Very often I end up having multiple used and half empty mags in my inventory that become not only useless in a CQC situation but also dangerous and I can not trust in my weapon as much anymore. It's about realism, or maybe the "simulation" aspect I'm missing a little. And I hardly believe it is THAT complicated to realize. Just a simple thing like drag&drop one magazine over another and one gets filled... It's simple but a real life changer! Overall I'd like to imagine having an option to fill your magazine by your likings, like I can sort myself what round come in what order. Like I want every 3 rounds to be a tracer, or a green tracer and the next one is a red one, or I want 5 rounds super sonic, 5 subsonic... Maybe you have a change to do something like that :) LJ
  11. I am having trouble working out how to re-load. Yeah, I know..."Press 'r" dude!!!" What is happening is that on occasion I run out of ammo in the field, despite being careful to load a few extra mags at the base before setting out. I get myself in a situation where my current mag has only 3 or 4 rounds, and I need to re-load. "R" won't change my mag. I check in my backpack where the extra mags I carried are waiting, and they are there, but I can't seems to drag them across, or press "R". After I select my weapon of choice, I check the mag supplied with the weapon and ensure that I pick up extras of that magazine, matching calibre and size etc. I've even tried dropping my mag onto the ground, and then trying to re-load, but that doesn't seem to work either. I drop my 3 round magazine on the ground, walk a few metres away to make sure I don't pick THAT one up, then drop one of my "full" mags and try to pick that up. but again, it doesn't seem to work. Can anyone tell me what I'm doing wrong? Check Six
  12. Hi, can somebody point me to right config file that include Mk-1 EMR magazine settings (bullet amount e.t.c.) i tried to search in "weapons_f.pbo" , "weapons_f_beta.pbo" and "weapons_f_mark.pbo" but still cannot find proper config file :( Thanks for help!
  13. I wonder if it is possible to get the initial speed of a bullet before shooting it. I think about writing an aiming help for moving targets where a crosshair is drawn at the point that u have to shoot at to get a hit.
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