Author: gpgpgpgp
Author Website: Requirements: Community Base addons A3 Version: 1.2 Signed: Yes, serverkey included Short description: This mod adds simulation for the extra bullet in chamber after tactical reloading. |
![]() Bullet in the Chamberbygpgpgpgp Description: When playing Arma3 vanilla you may have had such experience: "Prepare for CQB!" says your squad leader. You quickly replace your half-empty mag with 30 rnd full mag. Now you have 31 rounds ready to fire, 30 in the magazine, plus 1 loaded in the chamber ... wait where did the chambered round go? It magically re-appeared in your old replaced mag, how marvellous. This tiny mod here is to add a simulation for the extra bullet in chamber after tactical reloading, giving you the rightful advangtage of have an extra round to fire, before BIS officially add such simulation (announced but not released yet). Features: 1.Tactical Reloading (reloading a half-empty magazine) will grant you an extra round in the Chamber, which will be fired the next time you pulls the trigger. * 2.Weapons like belt-fed machineguns, revolvers, double barrel shotguns are not able to use the above feature. The weapon type is checked on reload. Several conditions are being used to make sure maximum community mods compatibility. If you're mod author: feel free to depbo the file, there's a guide inside on tagging "BiC_exlude" weapons. 3.By removing your current magazine from the weapon, you can unchamber your rifle. Keep it safe! 4.Dropped weapon will correctly remember their "chambered" state. ** 5.Bullet in Chamber is a client-side mod, and it works on the local player only. * does not display in the ammo counter, due to technical restrictions ** each in-game container only remembers one weapon's "chambered" state due to script restrictions Installation: Extract into the ArmA 3 Directory, by default this is located in: 32-Bit - C:\Program Files\Steam/Steamapps\Common\ArmA 3\ 64-Bit - C:\Program Files (x86)\Steam/Steamapps\Common\ArmA 3\ After extraction it should look like this: Steam\Steamapps\Common\ArmA 3\@your_mod_folder_name\addons\ You can also use the "Arma 3 Alpha" folder in your "My Documents" folder. Your folder setup could than look like for example this: mydocuments\Arma3 Alpha\@your_mod_folder_name1\addons\ mydocuments\Arma3 Alpha\@your_mod_folder_name2\addons\ mydocuments\Arma3 Alpha\@your_mod_folder_name2\addons\ When present place the "userconfig" folder into your game install folder, usually: "C:\Program Files (x86)\Steam\steamapps\common\Arma 3". You may already have "userconfig" folder from other addons and/or mods in which case it is safe to merge the contents from this archive. You'll also need to add a Launch Parameter to Steam, in order to do so right-click on ArmA 3 Alpha and click Properties and then Set Launch Options. In the window that opens enter in -mod=@your_mod_folder_name For using multiple mods you would then do so like this: -mod=@mod_name;@mod_name2;@mod_name3;@mod_name4;@mod_name5 Note: You can also use -nosplash to get rid of the splash art and intro videos. And of course you can also enable and disable community made addons and mods through the in-game Options Expansions menu if you do not want to mess with startup parameters! When the above information still does not provide you with enough to learn how to install custom addons and mods you can always ask in our Guide On Installing Mods. Included files: bullet_in_chamber.pbo Usage: Use action menu, inventory or simply press R to reload a mag in the game. The BiC process is automatic and does not require any extra user input. And script seems quite rebust (no error on my 500 hours personal use). Notes: Only magazine-based infantry weapons have this feature. Belt-fed MGs and revovlers do not. Credits & Thanks: BIS for making not only a good game, but also a great platform for scripts, mods and community content. BIS wiki authors. License / Disclaimer: You're free to unbinarize this mod. If you want to improve / edit / redistribute this mod or make use of the codes in this mod, PM me. In that case, if your PM is not answered within 7 days, you got the permission to do whatever you want to. Changelog: v1.2 - Added: Profile for new Marksman MMGs. - Added: Guide for mod authors. (inside the pbo) v1.1 Beta - Added: sign and key. - Added: Start Pistol to Ignore List. - Fixed: Zafir and Mk200 not in the Ignore List. v1.0 Beta - First release ![]() - Community Base addons A3 Enable javascript to be able to download from Armaholic please! |
Hello, thank you for this. Is this a client side mod, or do i need to run it server side as well?
It's a clientside mod. Sorry I forget to mention it.
Good one!
Doesn't work with HLC AKs though - where reloading, 1 round disappearing from a mag and 1 mag dissapper from inventory, realoading doesn't occur.
Not working for me :/
good job ms
I always wanted this thing in ArmA but will it work correctly with all addon guns?
Thanks for your asking, macieksoft.
This mod shoud have no problem with most mod weapons.
However, if you find it not working for specific weapon (which should be able to contain a bullet in the chamber), PM me.
Or if you find it works for mod-added revolvers or belt-fed MGs incorrectly, PM me too.
I'm always glad to improve this mod.
Better provide me with the class names of the specific weapon, or something like "the AK74M in the xxx mod", if something is incorrect.
If the mod is completely not working for you, please tell me more details like what actually happens, what's in your mod list, and is there a script error etc. These details could be of much help for bug-fixing. Sincerely.
What about making a user editable ignore list in userconfig folder?
So anyone who find a problem could enter weapon classname in the ignore list.
And what happens if i change ammunition type using mousewheel menu? Will it unchamber the round?
And what happens to unchambered round? Will it vanish (wasting ammo) or will it go back to magazine?
And what about making possible to fire chambered round while reloading? It could save a live in emergency situations.
Good to hear your critical yet well-thought questions, macieksoft.
Let us discuss some of your thoughts here. (and builds a nice FAQ post at the same time)
Q1: About user editable ignore list:
Find something wrong and try fixing it on your own? That's good spirit!
But wait, other people who don't have your fixed version would still meet the same problem again!
To keep the masterbranch perfect.
That's the only reason I would never release a user editable ignore list.
So if you find a problem, 72-hour rule.
Q2: About "what happens if i change ammunition type using mousewheel menu? Will it unchamber the round?"
No. Changing ammunition won't change the bullet that inside your gun chamber.
For example, if you have a red tracer round chambered in your M16. Now you switch to a yellow tracer mag, fire, and it shoots 1 red tracer, followed by 30 yellow tracers.
Isn't it brilliant?
Q3: About "what happens to unchambered round? Will it vanish (wasting ammo) or will it go back to magazine?"
It will vanish, considering a player may not be in a proper situation to recollect the unchambered bullet (for example: in a heated battle. There's no way to detect whether player is in combat or not). On the other hand, Replacing (not removing) the mag won't waste your precious ammo. The bullet stays where it is.
Q4: About "what about making possible to fire chambered round while reloading? It could save a live in emergency situations."
I must admit this IS a good idea. I will implement it as long as I find a way to do it.
PS. If you happen to have some ideas on how to do it, PM me.
Thanks again macieksoft! Your questions and advice are appreciated.
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