Arma 3
Diwako's Punish unknown weapon
47 Comments
HBAOplus 3 Jun @ 1:02am 
please add ACE as requirement
Overside 9 Sep, 2023 @ 9:48am 
No ACE version?
Redwan S. 5 Aug, 2023 @ 4:07pm 
@diwako Do you have any plans to add a way to increase recoil or sway?
brendob47 22 Apr, 2022 @ 9:03am 
Does this add weapons assigned to playable units (that are not occupied by a human) to the known weapon array? If so, that could be a way to add weapons without scripting.
Mighty 23 Jan, 2022 @ 11:17pm 
Is there a way to blacklist weapons as always unknown? Our missions start with an arsenal, and use Rimmy's persist mod. So if players pick up an enemy weapon in one op, I still want it to be recognized as unknown on the next op even though the player spawns in with the weapon due to Rimmy's persist mod.
Ainsley Harriott 16 Dec, 2021 @ 7:47pm 
whenever my unit uses grips for guns in attachments the gun becomes unusable even though I have it's class name. Any help would be great
Żegociarz 2 Dec, 2021 @ 2:56pm 
Is it possible for you to make it work with [Animated Recoil coefficient changer] So we could change recoil and sway of the unknown weapons? It would be awesome and immersive at the most.
diwako  [author] 3 Oct, 2021 @ 1:19pm 
unknown to me. if the DZN mod changes cached values for guns then it might be a conflict
Red Dog 3 Oct, 2021 @ 1:04pm 
If I used this in combination with dzn extended jamming would it still increase the chances of jamming, or would it cause a conflict?
Vizconde Medardo 23 Jun, 2021 @ 5:18pm 
Diwako im making a stalker like mission, and i just needed this to avoid my mates from being Overpowered A F in 10 mins of running the mission! awesome script!
diwako  [author] 14 Jan, 2021 @ 9:08am 
@C. Eagle
This only affects player units, AI will not suffer from this, remote controlled or not.
C. Eagle 14 Jan, 2021 @ 8:48am 
Whats the compatability with Zeus like? (Does it affect remote controlled AI)?
NyteMyre 11 Sep, 2019 @ 7:56am 
I feel there is some intention with using an L85 as the broken weapon in the image :)
diwako  [author] 25 Nov, 2018 @ 10:03am 
@zbysiek
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.
kbu 25 Nov, 2018 @ 4:48am 
Can you add modules to zeus, that allow you to select group of players, which primary and secondary weapons will be added to the pool? And one that clears the weapons pool.
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?
diwako  [author] 2 Nov, 2018 @ 2:55am 
@42nfl19
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.
42nfl19 1 Nov, 2018 @ 9:54pm 
Is it possible for you to remove the dependency for ace? I ask because some groups use their own custom version of ace. In creating a preset for players they might not have the apptitude to unselect ace when installing. They just see a red chain and think yeah I'll install that depedency also. Some people just want a one and done system. I would of asked for permission to repack the mod into our own custom pack but it looks like you don't want that happening in the description.
diwako  [author] 1 Nov, 2018 @ 2:33am 
@42nfl19
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.
42nfl19 31 Oct, 2018 @ 7:46pm 
Love this mod but I have a few questions.
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!
diwako  [author] 30 Oct, 2018 @ 3:49pm 
Updated to version 1.2.1
Moved CBA event listeners outside the propagation option, now these can be used even when propagation is disabled.
Phaire Couchpotato 30 Oct, 2018 @ 8:46am 
ok
morons always 29 Oct, 2018 @ 6:06pm 
It's a good idea. He included many configuration options so that it's not only for milsim guys, either.
Sunrise_White 29 Oct, 2018 @ 1:19pm 
LOL
NOFACE SPECTRO 1911 29 Oct, 2018 @ 8:20am 
oooooo yeahhhhh cool and amazing!!!
老夫子 29 Oct, 2018 @ 6:32am 
Interesting
♣♦ Aram ♥♠ 28 Oct, 2018 @ 1:29pm 
Guys who are confused by the purpose of this mod should go get some books and read about warfare. Mod for milsim players, not guys who are doing arcade style PVE.
Pripyat Lizard 🦎 28 Oct, 2018 @ 9:00am 
@diwako
Alright, thanks! I'll definitely follow the script development :)
diwako  [author] 28 Oct, 2018 @ 8:59am 
@Pripyat Lizard
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.
Pripyat Lizard 🦎 28 Oct, 2018 @ 8:53am 
@diwako

What's the difference from your script version? Did it have performance issues?
diwako  [author] 28 Oct, 2018 @ 8:42am 
@Pripyat Lizard
right now all players need to run the mod. A server only mode is currently not planned.
Pripyat Lizard 🦎 28 Oct, 2018 @ 8:29am 
I've been looking at this mod for a few weeks now. Is it able to run serverSide only or does it have to be run on clients as well?
Kiririn 28 Oct, 2018 @ 12:22am 
Strange idea for a mod. If you have problems with people dropping their weapons for the enemies at the first change I think the pertinant question would be why. I know me and my mates tend to ditch our M16 and M14s for AKs or subguns at the first chance when we play the US/ARVN in unsung. I suppose this mod might be useful to some though.
diwako  [author] 27 Oct, 2018 @ 11:45pm 
Just to clarify, you will still be able to pick up any shooter you see in the field.
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.
♣♦ Aram ♥♠ 27 Oct, 2018 @ 10:17pm 
Amazing idea for a mod. We are an SF unit and being required to utilize weapons of indigenous population or have to struggle with maintaining supplies is a common issue. I haven't test this mod yet, but the concept makes perfect sense. Soviet era surplus weapons and cheap foreign ammunition would definitely have a higher fail rate. In fact, go watch an 'ISIS Fail' video on Youtube and you will see tons of failed weapons, RPG rockets falling a few feet in front of launcher, or cheap round exploding in chamber.
MasterManiac 27 Oct, 2018 @ 5:42pm 
It's just honest criticism. Nobody has to listen to it. There's no gun to anyone's head here (spawned-with or magically mod-locked, or otherwise).
MasterManiac 27 Oct, 2018 @ 5:41pm 
It's a better idea to pick up a discarded weapon than it is to sit there like a deer in the headlights with no ammunition and no means to fight back. "Of course that thing is shit and will jam constantly" - Of course *not,* actually. That's a silly fallacy.

"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.
Moony 27 Oct, 2018 @ 5:11pm 
I like it how people think that it is - in real life - a good idea too pick up some Ak of a dead taliban. Of course that thing is shit and will jam constantly....reloading takes ages because everything gets stuck.
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!
Fanatic 27 Oct, 2018 @ 12:16pm 
Great idea. Love how the salty people who are guilty of doing this came to cry out loud.
durkhaz 27 Oct, 2018 @ 11:13am 
@Smochee
lmao great feedback
Khaki Bastard №2 27 Oct, 2018 @ 11:11am 
Like how you used an L85 for the logo. Just savage xD. Cool lil mod tho.
smochee 27 Oct, 2018 @ 10:58am 
lmao this is dumb
Gordon Weedman 27 Oct, 2018 @ 8:19am 
@MasterManiac you're an objectively terrible human being.
diwako  [author] 27 Oct, 2018 @ 8:12am 
@MasterManiac
Thanks for reading the description which says:
By no means is this mod meant to be realistic
MasterManiac 27 Oct, 2018 @ 7:44am 
Just chiming in to say that this is an objectively terrible idea, for a great multitude of reasons. It's artificial, it's stupid, and it's not even remotely realistic.
Exabit 27 Oct, 2018 @ 7:04am 
love u diwako ur doing great keep it up
Knite 27 Oct, 2018 @ 6:32am 
doing zeus' work
kbu 27 Oct, 2018 @ 6:01am 
i like u