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This is a topic that I was confused that Arma doesnt do since release, making all attachments optional except grenade launchers. Sure it has its reasons in limitations in the engine. So here is my first mod: S.U.C.K. - Simple UBGL Conversion Kit SUCK on Steam Worschop SUCK is an Arma 3 mod that allows Players to attach and detach their under barrel grenade launcher (UBGL). It uses placeholder items for different UBGL models and is compatible with ACE3 and supports several of the most common weapon packs. Requirements this mod requires the latest version of CBA A3 Usage This mod adds under barrel grenade launchers as items that can be attached to the weapons bipod slot. As soon as a supported weapon has a grenade launcher equipped the weapon is switched to its UBGL counterpart. The Weapon is switched back by unequipping the UBGL item. Supported grenade launcher weapons are equipped with the UBGL item on pickup automatically. Features - switching between grenade launcher weapons and base weapons by attaching UBGL item. - Vanilla Weapons support - ACE Extension - Attachment Switching support - Advanced Weapon Mounting support - RHS USAF Weapons support - RHS AFRF Weapons support - RHS GREF Weapons support - RHS SAF Weapons support - CUP Weapons support - BW Mod Weapons support - NIArms Weapons support planned Features: (if requested) - FFAA Weapons - Specialist Military Arms - SpR Специальные подразделения России - HAFM Weapons - 2035: Russian Armed Forces - Complementary Special Weapons - 3CB BAF Weapons - Massi NATO Rus Weapons Vote for supported mod packs here [poll.ly] GL Models these UBGL types are available separately: M203: "dcd_suck_M203" M203s: "dcd_suck_M203S" M320: "dcd_suck_M320" HK AG36: "dcd_suck_AG36" GP25: "dcd_suck_GP25" FM EGLM: "dcd_suck_EGLM" 3GL: "dcd_suck_3GL" QLG-10A: "dcd_suck_SL40" SL40: "dcd_suck_SL40" UPG40: "dcd_suck_UPG40" SIX-12: "dcd_suck_SIX12" VHS-BG: "dcd_suck_VHSBG" G1: "dcd_suck_G1" Contributions and Requests For own contributions or requests such as weapon pack support requests please contact us using our git repo [github.com]. Any weapon pack Modder is free to provide his own Compatibility Mods. For introductions on how to create these see: developers guide [github.com] Known Bugs A list of currently known bugs can be found here [github.com]. Please feel free to report bugs at any time. License This work is licensed under a Arma Public License Share Alike [www.bohemia.net]
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New player help -Mods in Showcases? (Looking for Freestyle play with weapon mods)
tenhunter posted a topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Probably a simple question - Arma 3 is very in depth and I am really just wanting to mess around for a while before I hold people up in Multiplayer. I am primarily wanting to play on the NATO map with the NIArsenal weapons as I get bored with the fake guns. I have the mods loaded and can access them in the virtual Arsenal but can not figure out how to simply access them in a open map, I try going to NATO showcase but the weapons are not available? I realize this is probably a silly question, but I get about 2-4 hours a week (not a day) where I can unplug and play and I have spent too much time in an options menu. At current pace it will take 2 months before I find what I am looking for. Thanks for your help and understand! -
Hello Gentlemen, As some of you know I am porting my soundmod over to other mods. Like I covered the RHS weapons and such. Now I was further porting my mod to NIArms Arsenal, the full pack and wanted to cover the whole thing. Maybe even create some new sounds for the weapons that are neither in Arma nor in RHS, like FALs and AUGs and such. Now while porting the stuff over I tried to keep the structure to the original config so it will inherit well. But I end up with massive "Updating Base Class" reports in the RPT and that makes the mod a required mod for save games and editor missions. Which is obviously not a good thing for a simple soundmod. So here is my current config: These for example are the errors I get: 11:23:10 Updating base class BaseSoundModeType->StandardSound, by jsrs_soundmod_cfg_niarms_arsenal_weapons\config.cpp/cfgWeapons/hlc_rifle_honeybase/Single/StandardSound/ (original hlc_wp_AR15\config.bin) 11:23:10 Updating base class BaseSoundModeType->StandardSound, by jsrs_soundmod_cfg_niarms_arsenal_weapons\config.cpp/cfgWeapons/hlc_rifle_honeybase/FullAuto/StandardSound/ (original hlc_wp_AR15\config.bin) 11:23:10 Updating base class FullAuto->FullAuto, by jsrs_soundmod_cfg_niarms_arsenal_weapons\config.cpp/cfgWeapons/hlc_rifle_auga1carb/FullAuto/ (original hlc_wp_aug\config.bin) 11:23:10 Updating base class StandardSound->StandardSound, by jsrs_soundmod_cfg_niarms_arsenal_weapons\config.cpp/cfgWeapons/hlc_rifle_auga1carb/FullAuto/StandardSound/ (original hlc_wp_aug\config.bin) 11:23:10 Updating base class StandardSound->StandardSound, by jsrs_soundmod_cfg_niarms_arsenal_weapons\config.cpp/cfgWeapons/hlc_rifle_auga1carb/Single/StandardSound/ (original hlc_wp_aug\config.bin) 11:23:10 Updating base class FullAuto->FullAuto, by jsrs_soundmod_cfg_niarms_arsenal_weapons\config.cpp/cfgWeapons/hlc_rifle_aughbar/FullAuto/ (original hlc_wp_aug\config.bin) 11:23:10 Updating base class StandardSound->StandardSound, by jsrs_soundmod_cfg_niarms_arsenal_weapons\config.cpp/cfgWeapons/hlc_rifle_aughbar/FullAuto/StandardSound/ (original hlc_wp_aug\config.bin) 11:23:10 Updating base class StandardSound->StandardSound, by jsrs_soundmod_cfg_niarms_arsenal_weapons\config.cpp/cfgWeapons/hlc_rifle_aughbar/Single/StandardSound/ (original hlc_wp_aug\config.bin) 11:23:10 Updating base class FullAuto->FullAuto, by jsrs_soundmod_cfg_niarms_arsenal_weapons\config.cpp/cfgWeapons/hlc_rifle_auga2carb/FullAuto/ (original hlc_wp_aug\config.bin) 11:23:10 Updating base class StandardSound->StandardSound, by jsrs_soundmod_cfg_niarms_arsenal_weapons\config.cpp/cfgWeapons/hlc_rifle_auga2carb/FullAuto/StandardSound/ (original hlc_wp_aug\config.bin) 11:23:10 Updating base class StandardSound->StandardSound, by jsrs_soundmod_cfg_niarms_arsenal_weapons\config.cpp/cfgWeapons/hlc_rifle_auga2carb/Single/StandardSound/ (original hlc_wp_aug\config.bin) The original configs are here: https://github.com/toadie2k/NIArms Does ANYONE has ANY idea what the hell is going on here? I can't get this stuff to work correctly! Also the AUG weapons end up only having Full Auto mode... Any sort of help is welcome! Help me out guys! Thanks, LJ
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Hi, I am in a bit of trouble I wanted to change the sounds of HLC AK mod with my own one. Things I did. Changed my Sound to .wss (like the one in HLC ak) Extracted the wp_hlc_ak.pbo Renamed my sound like of one in pbo deleted the original sound and replace it with mine with same name. Packed the Folder wp_hlc_ak into a pbo Thing is the whole PBO is not loading it seems as no HLC AKs are present in Arsenal.
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Hi poeple, I having trouble with a script that I know that have worked but i don't remember how it works By that script i want to be able to switch between two version of a weapon the M1903A1 from NIArms the scoped and unscoped version I know that it works because i tested it before but meanwhile i unistall arma 3 to free some space on my hard disk and some headhache with the editor here is the script _unit = _this select 1; if ("start" in _this) exitWith { Scope = true; _unit addAction ["Mount scope", "sight.sqf", [], 1, false, true, "", "_target == _this and !Scope"]; _unit addAction ["Dismount scope", "sight.sqf", [], 1, false, true, "", "_target == _this and !Scope"]; }; if (Scope) then { _unit removeWeapon "hlc_rifle_M1903A1_unertl"; _unit addWeapon "hlc_rifle_M1903A1"; _unit addmagazines ["hlc_5rnd_3006_1903",1]; Scope = false; } else { _unit removeWeapon "hlc_rifle_M1903A1"; _unit addweapon "hlc_rifle_M1903A1_unertl"; _unit addmagazines ["hlc_5rnd_3006_1903",1]; Scope = True; }; _unit selectWeapon (primaryWeapon _unit); i put this in the init of the playable unit : [_unit] execVm "sight.sqf" I give the name "scope" to the rifle that it will picked up to be used by player, but when i'm testing the mission it's saying me "error if : type Object expected bool" at line 8 of my script please help me, it's an important part for the beginning of my scenario