Arma 3
All the weapons VERSION 2 - Players weapons stay the same but AI weapons change
48 Comments
Gopan 4 May, 2024 @ 1:23pm 
Hey. Plz repair your super mod.
Gopan 16 Aug, 2020 @ 4:24am 
Mod removes AT weapons and doesn`t give new one to AI. RHS+NiArms.
stallingblock2 16 Aug, 2019 @ 10:39pm 
aye its good.. found a way to have it completely ignore the independent side as a whole via editing the pbo. thanks though and understandable
legs  [author] 16 Aug, 2019 @ 10:19pm 
@stallingblock2 no chance. i dont like where arma 3 is heading, away from military and more to scifi bullshit. soz
stallingblock2 9 Aug, 2019 @ 1:17am 
would it be possible to get a checkbox for each side we'd like to enable/disable it for? like CSAT, BLUFOR, and independent?
阿飞333 30 Jun, 2019 @ 9:28pm 
Ok, but thank you very much for taking time out of your busy schedule to reply to my request
legs  [author] 27 Jun, 2019 @ 12:49pm 
@阿飞333
yes it is possible. but im currently no longer interested in arma 3 due to its lack of progress and the ridiculous direction it is going (aliens). But i've released the mod on bis forums so you can easily make the amends (clothing/pistols) in that for yourself.
阿飞333 30 May, 2019 @ 8:18am 
Can you make ai helmets, clothes, vests... And change with it? If possible, I sincerely hope you can share it with me. Thanks a million.
阿飞333 24 Apr, 2019 @ 2:08am 
pistol??
ObsceneNickname 25 Sep, 2018 @ 11:20am 
Sorry, I forgot to add that the problem only occurs with zeus spawned units
ObsceneNickname 25 Sep, 2018 @ 11:15am 
Hello, really good job and thank you for this awesome mod.
I really tried to not bother you with question but there's a problem I can't solve and it getting me crazy: your mod works perfectly in a listen server (the one you start from client) but it doesn't work on a dedicated server. On a dedicated server every soldier get ammo and stuff but no weapons. I wuold really appreciate any hint or suggestion.
Thanks in advance and sorry for the bad english
legs  [author] 10 Dec, 2017 @ 10:49pm 
hey man, i released the script for this on the bis forums. Use that and make a small change to make it fit your needs,

Basically it checks for the units side and then allocates weapons accordingly.

The easiest way to change it is to the loadSideWeapons2 file and add the weapon types you want each side to use.

If you want all ai to use all the just copy and paste. Note you dont need the full weapon name - just ak will work with ak* - ak47, ak74, etc
SkuLLz 10 Dec, 2017 @ 9:55am 
@2legs How do I make all AI use ALL weapons, and prevent them from using only weapons like AKs and RPK and SVD?

I am playing a DayZ Scenario on Tanoa with this mod and they only get AKs, but i want them to use M4s, HKs and others weapons.

All I want is that all AI uses ALL Weapons, even if they are from West or East. :steamhappy:
legs  [author] 20 Jun, 2017 @ 1:04am 
Great to hear Wurstkoffer. Hope it works well for you now!
Pyrx 19 Jun, 2017 @ 8:59am 
hey 2legs. finally i was able to put all-the-weapons as script in a mission. but i had to remove all the leeding backslashes from paths in your tws_init.sqf. e.g. "\tws_randWeapons\tws_data.sqf" become "tws_randWeapons\tws_data.sqf"
Pyrx 18 Jun, 2017 @ 7:53am 
tried different things again:
- altered mod load order
- different foldernames, also with spaces, but command line don't likes that, even when i use quotes
- grabbed your mod from armaholic again (tested just an older version before)
... but no luck. there's one curious thing: in this modlist from the rpt [i.imgur.com], your mod is the only one with an "@" under the "name" column, and it doesn't display the correct name from meta.cpp. maybe that would change, if the mod gets initialized correctly.
Pyrx 18 Jun, 2017 @ 6:55am 
can't find initialisation msg in rpt
legs  [author] 18 Jun, 2017 @ 3:36am 
@Wurstkoffer, no idea either. If your server is running the addon and your client PC also does then it should be working.

try look for this in your rpt file. All the weapons initialising at 0. that gives you notification that the mod initialized.
Pyrx 18 Jun, 2017 @ 2:08am 
haven't tried it with CUP yet, just default ARMA weaponry & ADR-97. if i search for "weapons" in rpt, this [i.imgur.com] is all i can find. dunno if this means it got initialized correct.
legs  [author] 17 Jun, 2017 @ 1:35pm 
hi WurstKoffer, Ive just tried it with escape from tanoa latest build from ftp:/escape@anzp.de/ and the altis version and it seems to work fine with Vanilla opfor getting CUP weapons like ak47 etc. No idea why it is having issues for you, if you check the rpt is my mod being initialized on your dedicated server? if not then i think it might be the way the server or this mod is setup as it works on my server hosted by host-havoc just fine.
Pyrx 17 Jun, 2017 @ 6:50am 
i've tried it with two different "Escape Tanoa" missions:
1) [CO16+10] Escape From Tanoa (workshop)
2) [Co10] Escape Vanilla [www.armaholic.com] (armaholic)

i can play both missions, but all-the-weapons don't work.

i again checked it local. either i host ingame or start a local dedicated server, i got no problems at all to get it to work. :'(
Pyrx 17 Jun, 2017 @ 6:50am 
hi 2legs, thanks for the replies. it's a private server, there is no pre setup arma installation or smth. i'm not sure if i completely understand what's the headless thing is about, but i'm pretty sure i didn't used it.

i've tried two different ways to put your mod on the server:
1) downloaded it via steamcmd from workshop, symlinked it to arma root and named it "@All-The-Weapons". had no issues this way with other mods.
2) downloaded it from armaholic, moved it in arma root and renamed it to "@All-The-Weapons", cause i don't wanna mess with spaces.

the mod always got loaded which i could see in the console log and when i connect to server via arma launcher it is listed in the "Mods required by server" list.
legs  [author] 16 Jun, 2017 @ 3:45pm 
Hi Wurstkoffer, I tested it on my dedictaed server hosted by hosthavoc (very good server hosts imo) and it works perfectly fine. So Im not sure what the issue could be.
legs  [author] 16 Jun, 2017 @ 2:34pm 
hi Wurstkoffer, no worries. Will take a look. Is it your server? The server needs to have the mod loaded to run. And if it is on a headless client then all bets are off as I have no idea about that.
Pyrx 16 Jun, 2017 @ 5:12am 
hey 2legs, seems you haven't got time yet to take a look into the problem. if you just forgot it, i wanna remind you gently. :)
legs  [author] 26 May, 2017 @ 1:05am 
no worries Wustkoffer. Ill be able to take a look in about 2 weeks. if theres a problem with dedicated servers then i certianly want to fix it
Pyrx 25 May, 2017 @ 5:56pm 
thanks 2legs for the reply. couldn't find the time yet, to take a closer look into the files. but i'm afraid, i'm not experienced enough in ARMA scripting.
legs  [author] 22 May, 2017 @ 5:54pm 
Hi Wurstkoffer. It should certainly work, but its also possible i fucked something up. Ill be able to take another look when im back at my pc. But if you don want to wait, or just want to look for a fix yoruself i previously released the source code for this on the bis forum editing section a while ago. change it all you want, all i ask is that if you do find a mistake, please share your solution there so i can update and fix it for others too.

source is here https://forums.bistudio.com/topic/197733-sharing-my-all-the-weapons-script/
Pyrx 21 May, 2017 @ 8:08am 
Hi. Great Mod! It works like a charme with Escape from Tanoa mission when i host local ingame. But i can't get it to work on a dedicated linux server. It is loaded, but it seems it don't get initialized. Can't find any initializing text in console log. No additional weapon mods used, only default ARMA weapons.
Phadthaii 10 Mar, 2017 @ 4:48am 
oh i works! thanks!
legs  [author] 10 Mar, 2017 @ 4:42am 
yes it has been signed and should work in multiplayer. just make sure you both have same addons
Phadthaii 10 Mar, 2017 @ 12:28am 
Does this work in multiplayer?
I host a coop mission and play with my friend
HEBCKNY 10 Dec, 2016 @ 7:42am 
good mod!!! 10\10
legs  [author] 6 Dec, 2016 @ 5:27am 
hi webphutz74. this addone assigns you random weapons from the addones you have installed. but the random weapon is based on the type of weapon your character already has. so if you have a sniper rifle then you'll get another version from one of your mods. it doesnt let you pick the weapon from a menu.
webphut74 5 Dec, 2016 @ 5:18pm 
what is the procedure to choose a different weapon? I am doing the campaigns and I want to use a sniper rifle instead of the standard issued rifle, How do I access the menu to choose the desired weapon?
legs  [author] 14 Apr, 2016 @ 5:33pm 
Hi Ant,

Cheers man,

It mgiht be the way the mission makers have defined the units. This mod simply matches unit side with weapon types. so east units will get AKs even if the mission maker gives the unit blufor uniforms. BIS does this a lot in their campiagn (independent made to look like west). it took me weeks to figure what the hell is going on.
Ant the Gord 11 Apr, 2016 @ 6:42pm 
Hey! I seem to be having a bit of a weird glitch with the mod, I don't expect it to be perfect or anything but I sometimes keep getting marksman dlc weapons in my playthrough (which I'm not complaining about cause they're op) but I'm also only using RHS USAF and AFRF mods and all of the US forces seem to be getting a mixture of Russian and US weapons and it's not making much sense, is it an issue with the scripts of the missions? (like maybe some of the US soldiers actually being put on the CSAT team for the cinematics maybe) or is it a glitch with the code of the mod? any help would be appreciated, thanks. :) Either way I'm loving using real weapons for once in the campaign.
life is over 26 Mar, 2016 @ 8:02pm 
I tested with AK pack, and it works fine. Thanks.
legs  [author] 26 Mar, 2016 @ 9:14am 
the CSAT is seen as east. which means AKs etc... suggest also using HLC AK pack. its so excellent and will appear auotmatically. the fal and g3's are used by idenpeendnts.
life is over 24 Mar, 2016 @ 10:23am 
Hi again, i am only using HLC FAL, HLC M60 & HLC AR packs. Was hoping that they would show up on the CSATS :P
legs  [author] 24 Mar, 2016 @ 9:24am 
hi Allan,

CSAT should definitely get aks, etc. they do every time with me. what weapon packs are you using?
life is over 24 Mar, 2016 @ 3:12am 
Hi there 2legs, thanks for making this. Would it be possible for you look into why it isnt showing up for my CSAT units? (Works fine for AAF, NATO & FIA troops).
legs  [author] 30 Nov, 2015 @ 3:44am 
hi. it should automatically work. but you need to downlaod the weapon mods you want to be auto activated. make sure you also have cba installed as its needed.
jcagle1107 29 Nov, 2015 @ 8:10pm 
How does it work in single player .like how do I get the weapons I'm playing a kerry
Janos 29 Sep, 2015 @ 9:30pm 
uh.... the offroad for patroling.... is it normal that it explodes everytime i return to camp? from other missions?
bucko574 25 Sep, 2015 @ 4:44pm 
Everything works like a charm now. Excellent mod.
legs  [author] 24 Sep, 2015 @ 5:13pm 
No conflict.

All the weapons requires CBA to work. CBA is one of the must have mods for Arma 3 which helps many other mods work.

you can get that here. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=450814997
bucko574 24 Sep, 2015 @ 2:26pm 
I've been getting an error with this mod that says "Addon 'tws_randWeapons' requires addon 'Extended_EventHandlers'." I'm wondering if maybe this mod could be conflicting with other mods I may have?