Diwako's Punish unknown weapon
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 from 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 from 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 than 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 make the weapon itself unusable.
This mod is available in German and English! I am still searching for more translations!
To install Diwako's Punish unknown weapon you should use modfolders to keep it seperate from the official game content to prevent issues.
With Arma 3 you can use different ways to set up your modfolders to use custom content you have downloaded.
Please visit the Arma 3 Mod install instructions page
for more information about using custom mods and addons in Arma 3.
Mount the mod. Any configuration will be done within Eden editor and in
Settings -> Addon Options -> Diwako's Punish unknown weapon
For mission makers
Here is a small rundown what which setting does and how in general this script works.
Enable: Enables the mod on mission start.
Wait after mission begin:
This mod 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 mod is activated.
Enables if the server should collect weapon class names from players and add them to the whitelist. This is an advanced option and only experienced mission makers should use this. This option could be used to set up a play scenario for TvTs for example.
This mod uses some variables which are not listed inside the addon options menu.
This is a local array which ADDS to the whitelist from the server. It can be used to give units of choice more weapon choices without penalty. This is an advanced mission maker variable as there are rules for this variable.
-Only strings are allowed
-Every string MUST be fully uppercase
-No whitespaces in class names
-Must be filled on mission start for the unit, mid mission not supported!
License / Disclaimer:
Copyright 2018 diwako
This work (diwako_unknownwp or the like) uses the license Arma Public License Share Alike (APL-SA)
Copyright 2018 diwako. This item is not authorized for posting on Steam, except under the Steam account named diwako
Moved CBA event handlers outside of propagation option. Now they can be used even without propagation enabled
Updated included image. I guess people really want to see a L85 break?
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