Bullet in the Chamber
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).
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
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:
You can also use the "Arma 3 Alpha" folder in your "My Documents" folder. Your folder setup could than look like for example this:
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:
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
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).
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.
- Added: Profile for new Marksman MMGs.
- Added: Guide for mod authors. (inside the pbo)
- Added: sign and key.
- Added: Start Pistol to Ignore List.
- Fixed: Zafir and Mk200 not in the Ignore List.
- First release
- Community Base addons A3