Author: Foxhound
Author Website:

Requirements: No addons required

Version: 1.5 beta
Signed: Yes, serverkey included

Short description: This addon creates an exact copy of every default hand-held weapon in vanilla Arma 2, except that their"dispersion" config value has been changed.

Date: 2010-09-09 22:55


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RUG High Dispersion
by
Wolfrug


Description:
This addon creates an exact copy of every default hand-held weapon in vanilla Arma 2, except that their"dispersion" config value has been changed. This means the weapon is considerably less accurate, which leads to longer firefights between the AI (and the player, should s/he choose to use a 'HD' weapon).

The inspiration for this comes from the wonderful HD version of all the JAM weapons from old OFP (featured heavily in for instance the Tonal campaign). The soldiers wielding these weapons might represent untrained militias armed with sub-par weaponry.

Dedication:
I want to dedicate this addon to Planck, who helped me in the early days with not only config work but also worked as a springboard for ideas. Rest in peace.


Features:
- Comes with simple modules (F7) which can be synchronized with group leaders/individual vehicles to switch all weapons on mission start.
- Can be used either in Arma 2, Arma 2 Operation Arrowhead, or Arma 2 Combined Operations.
- Comes with a simple script, "switchHD.sqf", which is used as a "killed" eventhandler: will switch the primary HD weapon of a dead soldier to the corresponding normal weapon upon death. Called: unitName addeventhandler ["killed", {_this execvm "RUG_HD_Core\switchHD.sqf"}];
- Can also be called without synchronizing with modules (but the modules still need to be in place to initialize the scripts). The script versions of the modules are: RUG_HD_AssureHD (permanent HD weapons), RUG_HD_AssureReg (permanent regular weapons), RUG_HD_RegToHD (switch weapons from regular to HD), RUG_HD_HDToReg (switch weapons from HD to regular). All of these are called in the same way: [unitname] spawn <script>. NB: You may want to give the modules a second to initialize before running the script!
- Comes with (invisible, Scope = 1) unit classes for every HD unit in both A2 and OA. These have the same classnames as in vanilla, except with an added RUG_HD to the front, so e.g. "RUG_HD_Ins_Soldier_AR". This is for ease of use in various spawning scripts etc, although you can also use the scripts to switch weapons.
- Fully signed for MP play


Installation:
As we always recommend use modfolders to seperate the custom content from the official game content to prevent problems. For different ways to set up your modfolders and use them please visit our FAQ.

- Put the RUG_HD_Core.pbo, RUG_HD_Vehicles.pbo, and either (or both) RUG_HD_A2.pbo/RUG_HD_OA.pbo into an addons folder (e.g. @RUG_HD/Addons). Note: for ONLY A2, use RUG_HD_A2.pbo + vehicles & core. For ONLY OA, use RUG_HD_OA.pbo + vehicles & core. For CO, use all of them.


Included pbo files:
RUG_HD_A2.pbo
RUG_HD_BAF.pbo
RUG_HD_Core.pbo
RUG_HD_OA.pbo
RUG_HD_Vehicles.pbo


Usage:
- When in the editor, access modules (F7) and find the new modules: RUG HD: Switch Regular to HD (Men), RUG HD: Switch Regular to HD (Vehicles), RUG HD: Switch Regular to HD (permanent) and RUG HD: Switch HD to Regular (permanent). Note there is only one that works on vehicles.
- Synchronize (F5) the (Men) module with any group member to switch all possible weapons in that group to their HD versions. Also men inside vehicles etc. will be affected, but only if their weapons have a HD equivalent (currently only vanilla weapons supported)
- Synchronize (F5) the (Vehicles) module with any INDIVIDUAL vehicle (empty or occupied) to switch all MAIN TURRET weapons to their HD equivalent. No non-main turret weapons (commander MG, crewchiefs etc) will be affected - this is because it is currently impossible to access these weapons using default BIS commands. The static guns and most 'simpler' vehicles work fine though (such as the BRDMs and the USMC IFVs).
- If you want a vehicle to both have a HD crew and be HD itself, you need to use both modules.


Example missions:
For your further enjoyment I have created two beta missions for you to use, one for A2 and one for OA. Operation Cape Horn has been properly beta-tested and is a fun romp through Chernarus, whereas Operation Scott Free is a quick and very simple escort mission in Takistan which is compatible with either CO or AO only.


Changelog:
v1.5
- (1.15) Added British Forces DLC/Lite compatibility, simply add the new RUG_HD_BAF.pbo to the mix (might only work with OA - not sure?).
- (1.15) Signed all the files!

v1.4
- fixed a typo for the HD weapon of RUG_HD_Ins_Woodlander3 -> he is now properly armed
- removed scope = entries from the unitscfg.h file -> no more units showing up that shouldn't (for instance bugged Men (RACS) man under Guerilla/HD CDF)
- very slightly increased the dispersion rating
- Tweaked dispersion ratings a bit more
- Added all vehicle weapons (although some still have no dispersion, e.g. missiles)
- Removed added HD units & factions & groups, replaced with Modules (F7) for Men and Vehicles
- (1.13) Readded HD units, but hidden, so as not to clutter the editor - can still be used with createUnit
- (1.13) Added script + modules for "permanent HD" and "permanent regular": these will either assure that a unit's weapons are always HD (if available) or always non-HD. More resource hungry than the standard switch script since it is in a constant loop.
- (1.14) Added compatibility with OA, and split the addon into an A2 and an OA pack, plus a Core pbo to allow for either pure A2, pure OA or CO.

v1.2
- fixed a typo for the HD weapon of RUG_HD_Ins_Woodlander3 -> he is now properly armed
- removed scope = entries from the unitscfg.h file -> no more units showing up that shouldn't (for instance bugged Men (RACS) man under Guerilla/HD CDF)
- very slightly increased the dispersion rating
- Tweaked dispersion ratings a bit more
- Added all vehicle weapons (although some still have no dispersion, e.g. missiles)
- Removed added HD units & factions & groups, replaced with Modules (F7) for Men and Vehicles


Forum topic:
- OFPEC forums
- BI forums




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