Arma 3
Enhanced MAAWS for RHS
50 Comments
Zantza  [author] 14 Jul @ 8:57am 
Beware that there is currently an issue with the rockets hitting high when using the vanilla MAAWS. I'll try to get an update out soon.
Jamaal 28 Jun @ 11:23am 
@Zantza ok thx
Apricot_ale 28 Jun @ 10:18am 
Yeah it's fixed! thanks
Zantza  [author] 28 Jun @ 10:08am 
@Jamaal
See the in-game descriptions of the rockets or just refer to any real life documentation of them.

@Apricot_ale
Thanks for the report, should be now fixed.
Apricot_ale 28 Jun @ 9:50am 
@Zanta
Error on launch. rhsafrf is in required addon.

Warning Message: Addon 'za_enhancedmaaws' requires addon 'rhs_c_heavyweapons'
Apricot_ale 28 Jun @ 9:40am 
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Jamaal 28 Jun @ 8:32am 
Which rounds for what pls ?
Zantza  [author] 22 Jun @ 4:22am 
A separate vanilla version is not planned. At some point I might consolidate the CUP version into this and then make both RHS and CUP soft dependencies. Don't expect that anytime soon though.
DrymarchonShaun 2 Jun @ 12:27am 
Since derivatives aren't allowed, can you maybe make/upload a version of this for the vanilla MAAWS?
Kalle 15 Jan @ 5:37pm 
Yes you are correct! Must have missed the _m4_part in the magazine name, that solved it. Thanks!
Zantza  [author] 12 Jan @ 2:10am 
Ah, I think I understood now, but I'm unable to replicate that. When spawning "za_enhancedmaaws_mag_m4_HEAT551" and "za_enhancedmaaws_mag_HEAT551", they spawn as expected.

For example: player addItem "za_enhancedmaaws_mag_HEAT551";
That definitely spawns the M3 round.

I checked the config as well and the classnames are not duplicated. Can you recheck the script that you are using?
Kalle 12 Jan @ 1:20am 
We are unable to spawn in the RHS version of the ammo without using zeus ingame to get the correct version.
Kalle 12 Jan @ 1:14am 
We are using a script to set the gear for all players. When using the RHS version of the MAAWS it uses the ammo without M3E1 in front of it. We spawn in ""za_enhancedmaaws_mag_HEAT551" as ammo and this ammo is both the classname for the version M3E1 and the RHS version, Since its the same classname it seems Arma doesnt know what ammo to choose so it picks the first one in the list, aka the M3E1 version that works for the original MAAWS but not the RHS version. Hope this make it more clear. :)
Zantza  [author] 11 Jan @ 11:59pm 
Not sure if I understood completely, but yes, the mags for the M3E1 MAAWS use the same ammo-classes as the RHS MAAWS. If you are spawning them with scripts or something, you have to do it by the magazine classname. Let me know if this helped.
Kalle 11 Jan @ 12:11pm 
When adding a_enhancedmaaws_mag_m4_HEAT551 ammo to a player he gets the M3E1 variant instead of the MAAWS HEAT 551 that works with the RHS version of the gun. It seems they have the same classname so when i try and give them the later version it seems like it chooses the first one. Im a bit supprised that arma seems to be using the same classname for two different magazines?
Kalle 11 Jan @ 2:51am 
We tried using it with the launch_MRAWS_green_rail_F instead of rhs_weap_maaws so im guessing that might be the issue. Switched it now so i think that might solve it. Thanks!
Zantza  [author] 11 Jan @ 12:35am 
That shouldn't be caused by this mod. The firing sounds are not modified by the mod. I think it's some general multiplayer bug.
Kalle 10 Jan @ 2:46pm 
Thanks for a very useful mod!

We noticed that the firingsounds for the MAAWS is local only at the client firing the weapond and cant be heard by other players on a dedicated server.
Osama Bon Jovi 29 Dec, 2024 @ 7:04am 
Sorry, didn't see that. Thanks for the answer!
Beviin CT-6269 28 Dec, 2024 @ 10:35pm 
As he mentioned previously, there are no current plans to add those for realism purposes as they never made it past prototype stages.
Osama Bon Jovi 28 Dec, 2024 @ 9:35pm 
Hi again, is there any possibility of getting the GMM rounds for the MAAWS added in the future? Neonex has them in his mod but you have to choose between either mod, and I vastly prefer this one for realism purposes. I don't know how hard it will be, however, as ARMA modding seems quite a bit more complicated than other games I know of. If it is possible and you are willing to work on it that would be great!

Happy New Year!
Osama Bon Jovi 28 Dec, 2024 @ 12:16pm 
Yeah that's fine hahaha, thanks so much!
Zantza  [author] 28 Dec, 2024 @ 11:59am 
Looks like I forgot to add them into my mag well. I'll try to get a fix out soon, but I probably won't add any other support for the vanilla rounds other than simply being able to shoot them again (no airburst, no modes etc).
Osama Bon Jovi 28 Dec, 2024 @ 11:54am 
Does this bug out base game MAAWS rounds/the M3E1 MAAWS? Attempting to reload it and it won't allow me to use the normal HE and HEAT rounds in Antistasi
Longshot133 23 Dec, 2024 @ 2:46pm 
dope, i just hate how it goes unused, its such an interesting weapon.
Zantza  [author] 23 Dec, 2024 @ 3:58am 
Maybe at some point yeah. Looks like the real life SMAW-rockets have a slightly more complicated automatic fuze system. Not really sure how to model it properly in Arma. But it would be an interesting project for sure.
Longshot133 22 Dec, 2024 @ 10:26pm 
Do you think you'd do a similar mod for the SMAW? that way it has some true differences instead of being a worse MAAWS.
Zantza  [author] 18 Dec, 2024 @ 1:46pm 
CUP version out
Zantza  [author] 10 Dec, 2024 @ 11:32am 
Sorry for the unclear change log. What I meant is that I implemented models and inventory icons of the vanilla MAAWS ammunition to my rounds that were still missing models or icons.
A3ROSN1P3R 10 Dec, 2024 @ 9:59am 
Change log says the vanilla MAAWS is implemented, but I still don't see the ace options
Brentwood 7 Dec, 2024 @ 11:21am 
@Zantza Much appreciated, love the mod and thanks for the work you've put in.
Zantza  [author] 7 Dec, 2024 @ 11:06am 
@Brentood Yes it is. I'm currently working on the CUP version and will think about a vanilla version next.
Brentwood 7 Dec, 2024 @ 10:53am 
Hey! Is it possible to make this compatible with the vanilla (tank DLC) mod 0 & 1 MAAWS?
Zantza  [author] 2 Dec, 2024 @ 12:14am 
@Beviin CT-6269 Thank you for your kind words. I would absolutely be interested in the models. Can you send me a friend request on Discord (same name there) or on Steam?

@Iceman As far as I can tell, the GMM rounds are only a proof of concept / prototype and are not in actual service use anywhere. There doesn't seem to be any technical data available of them, so including them would just be guesswork. Therefore, at least for now GMM rounds won't be included in this mod. If someone wants to make an optional patch for my mod that includes the GMM rounds, that's fine and I could consider linking it on this page.
Cole 2 Dec, 2024 @ 12:03am 
Any thoughts on potentially adding the GMM rounds?
Beviin CT-6269 1 Dec, 2024 @ 8:47pm 
I have textured models for the rounds that I'd be happy to share with you if you're interested.
Beviin CT-6269 1 Dec, 2024 @ 8:30pm 
OMG I literally just started making this mod for TF47 Launchers/vanilla and then I found this.

Also, as a former Goose gunner in the Marine Corps, I am deeply impressed. TC 3-22.84 was my Carl G Bible for a long time.
OksmanTV 1 Dec, 2024 @ 7:25am 
Thank you for the answer, yes the other round is far more superior for this job, thank you!
Zantza  [author] 1 Dec, 2024 @ 7:11am 
@OksmanTV Make sure you're using it in delay mode. If if it still does not do damage on the other side, the wall might just be too thick. The HEDP is the least powerful of the anti-building ammunition. The others (ASM and MT) can handle a thicker wall/obstacle.
Zantza  [author] 1 Dec, 2024 @ 7:01am 
@CTPEJLKOK Yeah the M830 MPAT has some sort of airburst IRL. It could be a possible project for the future. The chinese RPG rocket already has an airburst feature in RHS.

@A3ROSN1P3R Maybe.

@OksmanTV I'm not sure what the "other MAAWS" you are referring to is, but yeah the HE round should hit where you aim in this mod.

CUP version is coming soon.
OksmanTV 1 Dec, 2024 @ 6:59am 
Seems the HEDP doesn't penetrate bunkers / buildings to do damage on the other side?
Chesheire 30 Nov, 2024 @ 6:41am 
Holy shit, this mod is INCREDIBLE. Thank you for making it!!!
A3ROSN1P3R 29 Nov, 2024 @ 9:47am 
Any chance you will be working on the vanilla/Tanks DLC version?
Zantza  [author] 27 Nov, 2024 @ 10:27am 
I am working on a CUP version.
Tovarich Cookie 26 Nov, 2024 @ 5:28pm 
Hey, this mod is INCREDIBLY cool, though as the others have mentioned, hopefully we can see a CUP or Vanilla version of this at some time. At the moment, the options to set the penetration modes are limited only to RHS launcher.
CTPEJLOK 26 Nov, 2024 @ 2:33pm 
I think it's RHS M1 all have M830 HEAT that HAS proxy fuse.
And i wanted to see RPG-7 proxy fuse working (there is a chinese RPG rocket, type69 is airburst but it's not)
Zantza  [author] 26 Nov, 2024 @ 1:48pm 
@[UKSF] Yankee-Delta I don't play with CUP personally, so a low priority for me. But I will take a look at the CUP version and see if the mod is easily portable to it.

@CTPEJLOK Yes, the same technique I used could be applied for basically any other ammo types. Tank shells would be outside the scope of this mod though. Did you have some specific mod / ammo type in mind?
CTPEJLOK 26 Nov, 2024 @ 11:20am 
Coolest addition ma8, that's really cool.
Can u implement similar fuse system to tank shells, or IFV's?
[UKSF] Yankee-Delta 26 Nov, 2024 @ 11:11am 
Nice. We use CUP mostly. Is it in the works to do a CUP or vanilla version of this?
onestar 26 Nov, 2024 @ 5:18am 
Interesting! :steamthumbsup: