Arma 3
KJW's Two Primary Weapons
357 Comments
whiskey 11 Jul @ 9:32am 
I have created a loadout in ACE virtual but when I load it in Eden editor my character does hold only one primary weapon.
Can anyone help me how to use this mod for single mission creation, please ?
Sif ❤ 4 Jul @ 1:45am 
Small bug, cant use the "move asset" scroll wheel command in stasi with this mod installed, says "cant move asset attached to something else" so just be aware.
Sugar Man ♠ 3 Jul @ 7:40am 
agree with the @скуф, also _mickey_ just use TSP Animate they have the recent version of the AWM. Mod author is right mod is dead for like 7 years now. I've no problems with this mod and TSP Animate both.
скуф 27 Jun @ 10:24pm 
What kind of sheep are periodically found in the comments. Everyone owes them everything. The mod is great, thank you, author, for supporting it and updating it. And for those who have this mod in conflict with others, just don't use it, it's simple, no?
whiskey 11 Jun @ 7:23am 
I can use this mod in ace virtual arsenal but seems to be disabled in Eden mission editor. Can you why ?
Josethx 🆉 7 Jun @ 12:56pm 
nice
_mickey_ 3 May @ 7:25am 
@Marki Hi man!

" the problem can be solved by the dude just rebinding his keys from 4 to smth else"

I tried remapping keys several times but it didn't work. This mod keeps conflicting with AWM, can you please explain in detail how to neutralize the conflict?
_mickey_ 1 May @ 7:24am 
@Marki thanks for your suggestion, i will try it! This mod seems useless only if it kills AWM, because changing devices in a milssim like in vanilla game (without spending time on it) seems stupid to me. For this reason, I will never remove AWM/

Thanks to all and no offense:steamthumbsup:
Marki 1 May @ 2:56am 
TBH I read this comment section and it seems like the problem can be solved by the dude just rebinding his keys from 4 to smth else. Anyway. Also doesnt Animate mod also has attachment mounting animations? And I know it works with this mod cuz I am using it.
KJW  [author] 30 Apr @ 7:33pm 
If it seems useless, don't use it. Good day to you.
_mickey_ 30 Apr @ 2:42pm 
" AWM is insanely outdated, " - and here you are wrong too. This mod cannot be outdated and does not require support, because it contains only a few animations which works well, for all types of weapons from any mods!
_mickey_ 30 Apr @ 2:38pm 
@KJW dude i didn't mean to insult you, you're wrong. I'm sorry if it seemed like i insulted you.

I just wanted to say something else - that your mod seems useless to me and i even explained why. Best wishes!
KJW  [author] 25 Apr @ 1:09pm 
I literally do not even slightly care. AWM is insanely outdated, pointless, and poorly written. It will not be supported now nor ever, nor will your attempt at a poorly construed putdown result in anything beyond you looking like an ass. Good day to you.
_mickey_ 25 Apr @ 8:06am 
@KJW quote
"I will not support mods which have not received updates in 7 years"

Of course I have no right to force you to do this, but this means that 70 thousand subscribers will not be able to use your mod. If you don't care about them, then you're doing great. AWM is the only and unique mod for Arma 3, while there are dozens of mods for secondary weapons. I have to send you to the trash can.

Cheers!
_mickey_ 25 Apr @ 8:05am 
@KJW Look at the number of subscribers of AWM.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1378046829&searchtext=Advanced+Weapon+Mounting

and compare it with the number of subscribers of your mod. It's obvious which mod is more popular.
KJW  [author] 24 Apr @ 4:08pm 
I will not support mods which have not received updates in 7 years and remain incredibly outdated.
_mickey_ 24 Apr @ 2:31pm 
Anyway, you could look at this so that people who have AWM don't have problems with your mod. I said something wrong?
_mickey_ 24 Apr @ 2:28pm 
AWM works fine without your mod. And you say it's not my problem.
KJW  [author] 24 Apr @ 11:53am 
That's a problem with that mod, not mine
_mickey_ 24 Apr @ 11:31am 
@KJW Let me explain more precisely.

1. You picked up a weapon without optics, while you already had a weapon with optics
2. You press 4 and the player changes his weapon to what you picked up (without optics)
3. You press 4 again and glitches begin.

In this case or the player cannot move for some time or the weapon being changed that had optics appears without optics and the game starts the animation of putting on optics.

Your mod doesn't seem to remember that the weapon had optics BEFORE the change.
_mickey_ 24 Apr @ 11:25am 
@KJW I tried and you have a mod conflict with the @Advanced Weapon Mounting mod.

If player press "4", then the sound changing (optics or bipods) from AWM appears and some time the character cannot move, or when changing weapons, the automatic installation (optics or bipods) starts, if the previous weapon did not have optics, while the weapon being replaced has optics.

You do not have the ability to neutralize the conflict of two mods?
KJW  [author] 24 Apr @ 6:36am 
Yes
_mickey_ 23 Apr @ 2:57pm 
@KJW hi! Does the every extra weapon in your mod have weight or not? Is overload still possible?
Oldmanfatstak 12 Apr @ 8:38pm 
@KJW Thanks man i figured it out! Sorry for the late reply. Just came back to tell you this mod is awesome. Thanks for all your work makes for a lot of fun. Hope you keep modding, these are all grade A!
KJW  [author] 25 Mar @ 5:35am 
dont use spyder loadout manager (or get them to add support)
Stami 25 Mar @ 5:30am 
it doesnt seem to work with spyder loadout manager any work arounds for that?
KJW  [author] 24 Mar @ 11:00am 
no
Ur Right Testicle 24 Mar @ 10:07am 
Can i save all 4 weapons as a loadout without ace?
KJW  [author] 12 Mar @ 8:23pm 
what that is the main feature
Illu 12 Mar @ 7:30pm 
is it possible to still make the "4" sling feature enabled, even if the main feature is disabled?
KJW  [author] 10 Mar @ 12:07pm 
can be but cba settings wont work properly
Stolt 10 Mar @ 11:51am 
Is it clientside?
KJW  [author] 16 Feb @ 3:27pm 
you dont. you put the one you have on your back
Oldmanfatstak 16 Feb @ 2:11pm 
How do I pick up second primary off the ground or out of crate? It wants to keep replacing the 1 I have. I'm sure it's an easy fix and I'm just a clown lol
Corporal Ray Person 4 Feb @ 5:31pm 
Damn, some of their mods are really cool but no ones replicated them
KJW  [author] 4 Feb @ 7:03am 
No it's not fixable, don't use GGE mods, they're generally buggy as hell nowadays
Corporal Ray Person 3 Feb @ 8:53pm 
Hey not sure if this is fixable but GGE Weapon Swap can't be used with this. Wanted to add something that would look cool for my groups new campaign and grabbed the GGE mod but when swapping to a secondary weapon it bugs out and ends up sending the gun to the ether, again idk if this is a skill issue on my part or it can be fixed
Ben 27 Jan @ 7:45am 
@KJW
Thank you for reply
is solved
Best regard

KJW  [author] 27 Jan @ 7:16am 
Use ACE arsenal. BI arsenal is not supported and cannot be supported
Ben 27 Jan @ 7:10am 
Bug report:
failed load from VirtualI Arsenal ,
we always lost second weapon
KJW  [author] 5 Jan @ 12:49pm 
Drop it on the floor and pick it up afterwards
老衲不杀生 5 Jan @ 2:47am 
The quest has a quit game save equipment setting, how do I get a second weapon data to save it and restore it?
KJW  [author] 10 Dec, 2024 @ 8:23pm 
no, conflicts with ace
Komodo 10 Dec, 2024 @ 4:06pm 
can u make it so the character doesn't need to stand up to change weapons, if I'm crouched or prone need to stay in the same position if possible

ty
KJW  [author] 9 Nov, 2024 @ 7:00pm 
bug with whatever mod youre using
Tigerlover 9 Nov, 2024 @ 5:17am 
Empty magazine apear in my inventory after switching weapons.
KJW  [author] 16 Oct, 2024 @ 9:10am 
no
Mikker 16 Oct, 2024 @ 2:02am 
can you make it so you can use it in the editor Oo
KJW  [author] 3 Aug, 2024 @ 2:20pm 
mod incompatibility on the side of other mods
VVVROMAN29 3 Aug, 2024 @ 9:33am 
i was wondering, whenever i have 2 primaries on my guy, if i try and swap between them my guy will drop one of the guns. I wonder what I am doing wrong