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added gunbag for DMRs #3749
added gunbag for DMRs #3749
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Replace tabs with 4 spaces. Can you also give a broader description of the feature? |
Looks like this adds an interaction to add a weapon virtually to a gunbag backpack. This won't work with weapons that have scopes by default which were then removed by a script. Additionally I don't see the need for this at all. You can already put weapons in your backpack. Adding a larger backpack to the game would have the same effect without the potential for bugs and issues. |
@BaerMitUmlaut |
@ir0n1e Example: You equip the weapon |
Part 3 is not an opinion. What advantages does this have that a large backpack doesn't have? I see the following disadvantages:
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@bux578 Jabb, but I read current weapon config with EFUNC(common,getWeaponState) @BaerMitUmlaut you are right, but you can't store a G82 in any backpack (realism). |
This would work with making a new backpack that is simply larger. |
The G82 is more then 60 inches long, the largest backpack has less then 30 inches. You have to dismatle the weapon to store it in a backpack. (realism |
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Knowing that. Your comment was realism. |
@commy2 needing your opinion, caues it's your initial idea! |
Not true. "Long rifles" (anything that isn't a 5.56mm or 6.5mm by vanilla standards) cannot be put inside a bagpack, regardless of how little
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Why not change the configs accordingly then? |
I don't see how. Store weapon info: Restore weapon: Pre-quipped weapons are not a problem. |
That's not the case right now though. |
Then you could put (multiple of) those weapons inside even the smallest backpacks, even though they shouldn't have the space for it. It's just the cheap vanilla inventory system. |
I haven't checked the PR, but it is possible to achive (with primary weapons) |
Test it and you will see it works. Script stores weapon, and attachements. If you pull out the weapon all attacements will be build up. |
while this is true, you could still adjust the "loadCoef" via |
Will test that, but first time read this command. Have tested with "setmass", but it's not working for player vehicle. |
@commy2 setUnitTrait sets unit specialisation..? Do you have time for a TS conversation today? |
Try adding weapon that has attachments by default for example |
@BaerMitUmlaut jabb, the script will working so, but it's nothing that I can change. |
Yes,
I think that was what they were going for, but they ended up also enabling editing some other numeric values. |
@commy2 1700 thats a date! |
You need to use removeAllPrimaryWeaponItems first. |
but @BaerMitUmlaut what is happening if someone want to put RHS or CUP or BW weapons like this in there backpack and its dont work... they came to use and Blame us that we broke it. |
If they inherit from |
At this time script checks a config value. Like swapbarrol. The modders have to add this value in there ace_comp config. If you check "Rifle_Long_Base_F", LMGs and MMGs will fit into gunbag. |
What's the problem with putting an MMG in the gunbag? We even have deployable HMGs in Arma that come in backpacks. Why not MMGs now? |
Don't have a major problem with that, but it schould be a bag for sniperrifles in my opinion. In real you will carry a Barrett or a M24 in this bag. Or something similar. |
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KK, think I have to pass config mass, cause of #3779 |
removeAllPrimaryWeaponItems _unit; | ||
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{ | ||
_unit addWeaponItem [_weapon, _x]; |
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4 spaces indent
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Everywhere actually. :)
ok .. this time in the right PR... fu github why did you do this... i just took a look at the model and found 2 thing that you should improve, the Polycount in this parts of the model is way to high |
@jokoho48 will see what I can do. But I hate bumpmapping. |
i think that can be dont without any normal |
I'm done. I Think, everything should pass ACE3 checks. |
Merge status? |
Gunbag carried on launcher slot would be an awesome feature |
Gunbag for DMRs
Known issues: Mass calculation of full gunbag - cause of ArmA restrictionsScreenshots (tan)
http://imgur.com/a/r9l36