ACE Punish unknown weaponby
A script that punishes picking up unknown/enemy weapons by degrading their efficiency!
As a mission maker and player, it is generally known not to pickup enemy guns for multiple reasons, such as being able to ID enemies easier.
During my time playing this game I saw multiple ideas how to limit players form picking up enemy guns. Most revolve around the idea of just straight up removing guns and ammo from dead enemies or even enemy guns from a player’s inventory.
This would also means running out of ammo as a player with no other way to resupply then looting enemy or friendly corpses will render you defenseless. I’ve been in similar situations like these before and all I could do was hope my squad would not run out of ammo or some other squad would safe us.
So, I started thinking of a way to discourage players form picking up enemy weapons, but not outright remove the option for them.
As a solution I came up with a system which makes enemy weapons less efficient and still usable, but it comes with a risk.
In general, unknown weapons will be less accurate the more the heat up, they are prone to jam more then your starting weapon and reloading can fail, so you have to reload again. (This is to simulate longer reloading times as it is not possible otherwise in ARMA)
The earlier mentioned risk is that such an unknown weapon can have a rare fatal chamber failure when jamming and it will basically explode in your face and makes the weapon itself unusable.
By no means is this script meant to be realistic. For me it is a gameplay mechanic and I treat it that way as well. Thus, it is really only meant to be used in COOP missions as the unknown weapon list is global to all players!
Installation / Usage:
For usage instructions and information of how to use the ACE Punish unknown weapon please refer to the included documentation and/or example mission.
Copy over the contents of the “scripts” folder into your mission folder, add or edit your mission’s config settings in description.ext according to the example mission.
Installation is done.
Any configuration will be done within Eden editor and in Settings -> Addon Options -> Punish unknown weapon
For mission makers:
Here is a small rundown what which setting does and how in general this script works.
Enables the script on mission start.
Wait after mission begin:
This script will add all primary weapons from any player after the set time to the known weapon array and propagate it to all players and jips. Jips will send after 30 seconds (so custom loadouts can be applied) their current primary weapon to the server and it will add it to the known weapon pool and clear any disadvantages from other players for that weapon.
Add weapon dispersion:
Adds a flat value ONTOP of ACEs dispersion value. This makes weapons less accurate.
Add jam chance:
Adds a jamming percentage ONTOP of ACEs jamming chance.
Reload failure chance:
Chance of a reload failure for an unknown weapon.
Chance to destroy weapon on jam:
If a jam event occurs this is the chance that the weapon will straight up explode and hurt its current user.
Add more weapons:
In case players do not have all their weapons on mission start, you can add weapon classes comma separate and WITHOUT whitespaces to this input field. Those weapons will be added as known weapon.
Add briefing entry:
Adds a Diary entry to the briefing menu warning players that this script is activated.
Small code rework
Mod version added
Added local weapon whitelist
Added option to disable server propagation of whitelist
- Advanced Combat Environment 3 (ACE 3)
- Community Base addons A3
- BI forums