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This only affects player units, AI will not suffer from this, remote controlled or not.
only primary weapons will be affected. I am not too sure about adding zeus modules as the script/mod is automated. I can imagine a function to just add all current primary weapons would be good at some point. I prefer a whitelist rather than a black list due there are way more weapons than the players have in their arsenal when they move out,so that means that all weapons that players are carrying are known and only enemy weapons are considered unknown. I am tentative about a hint when an unknown weapon was picked up. All weapons need to be added, the mod does not search for whitelisted weapons that start with the same characters.
Sure you can do that via debug console, but you would need to have known the commands, and not all players that are zeus would know them.
Also have an option to change to blacklist instead of whitelist would be usefull. If zeus forgets to add players weapons to the pool, there won't be any problem.
+ An option to enable hint saying that your weapon is not in the whitelist while picking it up would be awesome, so as an MM when testing a mission i know early that i did not add proper classname. Instead of the weapon blowing into player face mid mission.
Also, if i have for example those classnames "rhs_wep_m4,rhs_wep_m4_carryhandle,rhs_wep_m4_carryhandle_mstock". Do i need to add them separetly, or if i just type in "rhs_wep_m4" / "rhs_wep_m4*" all weapons that start with this classname will be added?
Sure thing, it was mostly there as many many people do no read the descriptions of mods.
The mod itself will give some hints and will not work enable itself if ace_overheating is not present anyways.
for 1) It uses cba settings, you can force them via script or even via server, it is the same as setting the settings for ace
2) does not affect launchers only primary weapons
3) Damage is calculated as follows: Set player damage threshold for ace divided by 2, damage type is "stab". No plans so far to set the damage percentage, but I can imagine it being a slider in the future.
4) the whole thing is geared around a whitelist rather than a blacklist. you can still do missions like that, but you gotta do the effort in whiltelisting the weapons you want, OR you use the event ["diwako_unknownwp_addWeapon",[primaryWeapon player]] call CBA_fnc_serverEvent; mid mission to whitelist the weapon you are currently holding while propagation is turned off.
1) Besides the editor modules, can these variables be run through a script? My group uses a framework for making missions and we prefer running things through the framework instead of modules. Like how we set the settings for certain ace things.
2) How does this effect launchers? Having a launcher blow up might spell disaster for a group. Speaking of explosions...
3) Besides having a chance of explosions, is it possible to still have the chance for explosion but it have do zero damage? Basically a cosmetic explosion. Or even an advanced option, how much damage the explosion does. From nothing, to a tickle, to damn he dead.
4) Instead of having the option to white list approved weapons, is it possible to do the reverse and create a list of blacklisted weapons? The idea that you have a reverse situation where you have shit weapons and need to loot good once is appealing also.
Sorry for my rant. Overall keep up the good work!
Moved CBA event listeners outside the propagation option, now these can be used even when propagation is disabled.
Alright, thanks! I'll definitely follow the script development :)
No, not at all. I wanted to partially rewrite it anyways. Major difference is the use of CBA events and that all even handler logic is offloaded. That and the cba settings names are now the same setup like in my ragdolling mod.
Right now the script version is not updated to the current version, that will be done in the coming days. You can check progress on the ReworkModversion branch.
What's the difference from your script version? Did it have performance issues?
right now all players need to run the mod. A server only mode is currently not planned.
The settings of this mod are that customizable you can disable any aspect of the mod and tweak it.
Don't like additional jamming chance? Disable it
Don't like additional dispersion when you gun heats up? Disable it
Don't like reloading failures? Disable it
Don't like the possibility for the gun to explode? Disable it
This mods is the in between of the options to just let players use any gun they find and straight up disallowing it. The mission maker or server admin sets where exactly the sweet spot is.
It is to make you think about logistics and sharing ammo with your team first before you have to resort dropping your starting gun.
All that tells me is that this is not the playing style you think is best for arma, which is totally fine. Arma is a highly moddable and customizable game, everyone should be able to find what they like best or if you want to add a spin to the gameplay loop.
"It's not to be realistic." Nothing wrong with that. But it's not even sensible, either, nor is it fun, or a good idea in general. It's not a crime to make a mod like this of course - whatever you want - but I'd absolutely hate to end up playing in a server with a silly mod like this in place, because I'd feel particularly cheated if I got killed struggling to pick up a discarded weapon, not being able to and not knowing why.
There's nothing "common sense" about sitting there defenseless just because you're out of ammo, while being surrounded by a literal arsenal full of discarded weapons. This mod doesn't "tackle a problem" - there's no problem there to solve. Rather, it *makes* a problem, and it's ridiculous.
This is mods purpose is !NOT! ... N-O-T ... to create something realistic. It is something that should replace the kind of common sence some player out there don't posses.
People that cry now that this is unrealistic and dumb are those that probably think the ACE Advanced Medical System or even the Vanilla Medical System is realistic......
I'm not defending this because I think its the best mod... I'm still thinking whether it fits in my units mod repo or not but I really appreaciate diwakos try to tackle a problem many people don't even see.
There is just so much you can do with the Arma Engine and I think this is a fairly nice try!
lmao great feedback
Thanks for reading the description which says:
By no means is this mod meant to be realistic